School of the Stone Dragon
Stone Dragon focuses on strength, power, and toughness. Its teachings grant a martial adept the ability to splinter steel with a single, focused blow. Stone Dragon’s defensive abilities focus on tapping into the enduring power of stone to turn aside attacks. This school’s favored weapons are the greatsword, greataxe, heavy mace, and unarmed strikes. Unlike with other schools, adepts of this school rely on an external force- the power of the earth and stone—to help power their maneuvers can be initiated only if you are in contact with the ground.
Stone Dragon Defender
When you select this Martial School at 2nd level, you gain proficiency in the Survival Skill and your unarmed strikes do 1d4 bludgeoning damage.
If you have the Tavern Brawler Feat, increase this to 1d6 bludgeoning damage.
Like a falling avalanche, you strike with the weight and fury of the mountain.
Starting at 2nd level, you may spend 2 ki point and until the end of your turn, the next attack you make deals an extra 1d8 damage and ignores damage resistance.
Your attack slams home with a ferocious crack of shattered bones and pulped flesh. Your target reels backward, still alive but severely crippled.
Starting at 6th level, Your attacks smash through armor and turn bone into dust. By focusing your strength into a single, devastating attack, you smash an opponent to the core. His very health and endurance are left wrecked by your attack. By spending 2 ki, until the end of your turn, the next melee attack you make that hits, your opponent must make a Constitution Saving or become prone.
Roots of the Mountain.
You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place.
Starting at 10th level, you gain advantage on rolls to resist being stunned or knocked prone.
The Mountain Sunders.
Starting at 14th level, As a bonus action, you may spend 4 ki point and until the end of your turn, the next attack you make forces the enemy to make a Strength saving throw. On a failed saving throw the attack imposes a -2 to the enemies AC. This last until the armor is repaired.
You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor..
You channel ki into the earth with your mighty strike, causing the ground to rumble and shake briefly. As an action, you can spend 6 ki and cast Erupting Earth as a 6th level spell.