Stone wardens are implacable defenders of the weak and the innocent. Originally a group of deep dwarves who were dissatisfied with the callous nature of their society, the tradition has since expanded to include any strong-willed, compassionate individual seeking to protect those who cannot protect themselves.
All stone wardens hold similar tenets, regardless of the deity they serve.
Add the protection school of magic to your list of herald spells.
When you choose this archetype at 3rd level, you gain the following two Channel Divinity options.
Earthen Resolve. When you are subjected to an effect that would alter your behavior (such as becoming charmed, confused, or frightened) or that would allow another creature to dictate your actions (such as the command spell), you can use your reaction to negate that effect on you.
Rock Skin. You can use an action to cover yourself in a magical layer of gray stone plates. You gain temporary hit points equal to your herald level + your Charisma modifier (minimum of 1). The temporary hit points last up to 1 hour. While the temporary hit points remain, critical hits against you are treated as normal hits.
At 7th level, while you are standing on a solid surface, you can use a bonus action to root yourself in place. While rooted, your Speed becomes 0, but whenever an effect would move you or knock you prone, you ignore that effect, and the ground within 10 feet of you becomes difficult terrain. In addition, while you are rooted, a creature you hit with a melee weapon attack must make a Strength save against a DC of 10 + your proficiency bonus. On a failure, the creature’s Speed is reduced to 0 until the end of its next turn. You can end your rooted state as an action.
At 15th level, when a creature you can see damages you or a creature within 5 feet of you with a weapon or spell attack, you can use your reaction to reduce the damage by an amount equal to 1d6 + half your herald level (rounded down). You must be using a shield to use this feature.
At 20th level, you can become a living fortification—immovable and unbreakable. You can use a bonus action to become an immovable object, gaining the following benefits for the next minute: