Earthbender (5e Class)
Earthbender[edit]
A dwarf swings her warhammer down on her opponent’s shoulder with a sickening crack. The opponent’s body sinks into the ground beneath them, holding them firm in place.
The human leaps from a high cliff down into the battleground. As he lands, a massive shockwave is sent out, knocking everyone nearby on their backs. He then lifts up a rock to take advantage of this fine opportunity with a grin.
An elf draws his arms close to himself, as many rocks also come near. The earth around him becomes a set of earthen armor, leaving only a thin line in front of his eyes.
Earth Benders have the innate ability to manipulate rocks and stone to their will. They often wait for just the right opportunity to attack, thusly turning the tables in their advantage.
Introduction to the Legend[edit]
Earthbending, one of the four elemental bending arts, is the geokinetic ability to manipulate earth and rock in all their various forms, prevalent in the Earth Kingdom and the United Republic. Earth is the element of substance, while the people of the Earth Kingdom are diverse, strong, and enduring. Following the lion turtles' decision to relinquish their role as protectors of mankind, Oma and Shu were the first earthbenders to learn this art from the badgermoles.
The key to earthbending is utilizing neutral jing, which involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. In other words, earthbenders generally endure their enemies' attacks until the right opportunity to counterattack reveals itself.
During the era of Raava, the power of earth was temporarily bestowed on the inhabitants of a city atop a giant lion turtle while they left the village to hunt for food. After the inhabitants permanently left the care of the lion turtle, humans first learned to earthbend by observing and imitating the geokinetic abilities of badgermoles living in the mountains in what is now Earth Kingdom territory. According to a legend, known widely as "The Legend of the Two Lovers", two star-crossed lovers named Oma and Shu, who hailed from separate warring villages, were the first people who learned the art from these creatures so that they could meet within the mountain that divided them. To make sure no one could ever find them, they used their new abilities to create a labyrinth of tunnels inside the mountain, which only they could navigate. One day, after many meetings in the series of passageways, the man did not come to see his lover, as he had died, a casualty of the villages' quarrel. His lover showcased a devastating display of her earthbending abilities and ultimately proclaimed the feud over. The villages subsequently collaborated to construct a city, Omashu, in their honor. The pathways they made by earthbending became known as the Cave of Two Lovers.
Earthbending is one of the most diverse of the bending arts, ranging from the rigid and collectively learned earthbending of the Dai Li, which is the most commonly used earthbending style, to the individually taught styles, such as Toph's unique earthbending technique. Earthbenders are generally muscular, tough and direct, and like all benders, their technique reflects on their individual personalities.
With the advent of pro-bending, earthbenders have learned to adapt fighting styles that are more suited to a fast-paced pro-bending match. Most earthbenders participating in pro-bending have learned to keep mobile and only root themselves long enough to actually launch and direct the earth discs provided in the arena. Bolin's earthbending is typical of the style used within the arena, although he has exhibited some of the more traditional forms and movements when outside of it.
Earthbending differs from the other bending arts in that it maintains a distinct balance between offensive and defensive capabilities, though waterbending involves a more refined version by channeling defense into offense. Earthbending uses a balance of strength and defense to overwhelm opponents.
The principle of jing is the essence of battle strategy of all bending arts, with a total of eighty-five possible actions. Positive jing occurs when one chooses to fight, while negative jing is when one chooses to evade. The earthbending discipline stresses neutral jing, which involves listening, waiting and attacking at the right moment. King Bumi stressed this in his tactics against the Fire Nation; he allowed himself to be imprisoned in New Ozai for many months before liberating the city on the Day of Black Sun simply waiting for the right moment to fight and liberate the city.
Creating an Earthbender[edit]
Example of earthbending |
- Quick Build
You can make a earthbender quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Archaeologist background.
Class Features
As a Earthbender you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Earthbender level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Earthbender level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Warhammer
Tools: Mason Kit
Saving Throws: Strength, Constitution
Skills: Choose 2 of Animal Handling, Athletics, History, Intimidation, Investigation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Warhammer or (b) Quarterstaff
- (a) Light Hammer or (b) any Simple Weapon
- (a) Dungeoning pack or (b) Explorer's pack
- Scroll and Mason kit
- If you are using starting wealth, you have 5d4 GP in funds.
Level | Proficiency Bonus |
Features | Unarmed Damage Die | Ki Points | Armored Skin | Stun Time |
---|---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Terran Arts, One with the Earth | 1d6 | - | - | 1 Round |
2nd | +2 | Ki, Earthen Attribute | 1d6 | 2 | +1 Natural Armor | 1 Round |
3rd | +2 | Earth Bending Style | 1d6 | 3 | +1 Natural Armor | 1 Round |
4th | +2 | Ability Score Improvement, Earthen Soft-fall | 1d6 | 4 | +1 Natural Armor | 1 Round |
5th | +3 | Petrifying Attack, Multi Attack | 1d8 | 5 | +1 Natural Armor | 2 Round |
6th | +3 | Ki Empowered Strikes, Earth Bending Style Improvement | 1d8 | 6 | +2 Natural Armor | 2 Round |
7th | +3 | Confrontation, Stone Mind | 1d8 | 7 | +2 Natural Armor | 2 Round |
8th | +3 | Ability Score Improvement, Built Resistance | 1d8 | 8 | +2 Natural Armor | 2 Round |
9th | +4 | Earthen Attribute Improvement | 1d8 | 9 | +2 Natural Armor | 2 Round |
10th | +4 | Purity of Body | 1d8 | 10 | +3 Natural Armor | 2 Round |
11th | +4 | Earth Bending Style Improvement | 1d10 | 11 | +3 Natural Armor | 3 Round |
12th | +4 | Ability Score Improvement, Built Resistance Improvement | 1d10 | 12 | +3 Natural Armor | 3 Round |
13th | +5 | Blockade | 1d10 | 13 | +3 Natural Armor | 3 Round |
14th | +5 | Diamond Soul | 1d10 | 14 | +4 Natural Armor | 3 Round |
15th | +5 | Timeless Body | 1d10 | 15 | +4 Natural Armor | 3 Round |
16th | +5 | Ability Score Improvement, Built Resistance Improvement | 1d10 | 16 | +4 Natural Armor | 3 Round |
17th | +6 | Earth Bending Style Improvement | 1d12 | 17 | +4 Natural Armor | 4 Round |
18th | +6 | Mountain Body | 1d12 | 18 | +5 Natural Armor | 4 Round |
19th | +6 | Ability Score Improvement, Everlasting Body | 1d12 | 19 | +5 Natural Armor | 4 Round |
20th | +6 | Mountain Shaper | 1d12 | 20 | +5 Natural Armor | 4 Round |
Unarmored Defense[edit]
Starting at first level, when not wearing armor or a shield, you add your Constitution modifier to your AC.
Terran Arts[edit]
At 1st level, you have mastery of combat styles that use unarmed strikes and simple one-handed, light melee weapons. Gain the following:
- Can use Constitution, instead of Strength, for attack and damage rolls on unarmed strikes.
- Roll your Terran Art unarmed damage die from the table for your unarmed strikes as rock now coats your hands.
- When you use your Attack Action with an unarmed attack or Earthbender weapon, you may make an unarmed strike as a bonus action.
- When landing an unarmed strike, you may make the creature make a Constitution Save (DC 8 + Constitution modifier) or be stunned. See the stunned time to see the duration. At level 3 and beyond, you will add your Proficiency Bonus to the DC.
One with the Earth[edit]
At level 1, you gain the ability to walk through solid earth and stone similar Earth Glide except you can move through it at a speed of 40 feet, you can only target yourself, and doesn't require components. You know the mold earth cantrip as a bonus action or Reaction.
Ki[edit]
Starting at level 2, you can harness the mystical power of ki that can fuel special maneuvers. Know these maneuvers:
- Boulder Throw: Immediately after you declare an Attack action on your turn, you can spend 1 Ki point to levitate a boulder that can be sent to your target with a range of 30 feet that deals 2 x unarmed. This does not cause an opportunity attacks.
- Rock Shield: You can spend 1 Ki point as a reaction you can send a shield wall that is up to a medium sized creature to block an attack or projectile. The shield has an HP that equals 8 + Proficiency Bonus + Constitution modifier and only lasts until your next turn or until its HP reaches 0. You may spend additional Ki point per size category above medium. This can be placed up to 10 feet of you.
- Turning the Earth: As a reaction, you may spend 1 Ki point to shift the ground beneath a creature in front of you 5' of you that can cause them to have Disadvantage on their action that requires movement.
Ki Save DC = 8 + Proficiency Bonus + Constitution modifier and 30 minutes of meditation will regain all of your Ki points.
Earthen Attribute[edit]
At level 2, when not wearing armor or a shield, you gain Freedom of Movement on terrains that have the earth uncovered. Gain a natural armor of +1. See the table to see under Armored Skin to see the natural armor increases at higher levels.
At 9th level, you gain the ability to move along vertical surfaces without falling as long as it is earth or stone that you are in contact with.
Earth Bending Style[edit]
Starting at 3rd level, you choose one of four of earth bending styles. Choose between Way of the Badgermole, Way of the Moving Earth, and Way of the Metallurgy. All are detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 11th level, and 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Earthen Soft-fall[edit]
Beginning at 4th level, you can reduce any falling damage you take up to a distance that equals to five times your Earthbender level as long as you land on earth or rock.
Petrifying Attack[edit]
Beginning at 5th level, when you hit a creature with a melee attack, you can spend 1 Ki point to attempt to petrify it. The creature must make a Constitution Save or be petrified until the end of your next turn.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Ki Empowered Strikes[edit]
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Confrontation[edit]
Starting 7th level, your intrinsic Constitution lets you withstand area effects or other Dexterity Save effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead make a Constitution saving throw. You instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stone Mind[edit]
At 7th level, you have hardened your mind to become resistant to effects that is cause you to be charmed or frightened. Make rolls on saving throws with Advantage.
Built Resistance[edit]
Beginning at level 8, you have honed your body to become resistant to certain types of damage. Gain resistance to piercing and slashing. Gain further resistances at higher levels. At level 12, gain resistance to cold and fire damage. At level 16, gain resistance to force and bludgeoning damage.
Purity of Body[edit]
At 10th level, your mastery of the ki flowing through you makes you immune to Disease and poison.
Blockade[edit]
At 13th level, your mastery of the earth and stone you can now spend 1 Ki point to cast wall of sand and spend 2 Ki Points to cast wall of stone.
Diamond Soul[edit]
Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Timeless Body[edit]
At 15th level, your Ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Mountain Body[edit]
Beginning at level 18, you can become an imposing force the longer you stand still. When you haven't moved for more than a round in combat, you gain temporary Hit Points that equal your Constitution modifier per round you stand still. These temporary Hit Points go away when you start moving. You gain a consideration a size category higher than you are every 3 rounds you are not moving for grappling purposes.
Everlasting Body[edit]
Beginning at level 19, your Ki sustains you even further, and you age slowly. For every 15 years that pass, you only age for 1 year.
Mountain Shaper[edit]
At 20th level, you can use Mold Earth in the following ways:
- Cantrip (0 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
- 1st Level (1 Ki Point)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet per Earthbender level away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 24 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 24 hour.
- 2nd Level (2 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 10 feet per Earthbender level away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 3 days.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 3 days.
- 3rd Level (3 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 15-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 15 feet per Earthbender level away per Earthbender level. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 week.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 week.
- 4th Level (4 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 20-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 20 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 3 weeks.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 3 weeks.
- 5th Level (5 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 25-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 25 feet per Earthbender level away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 3 months.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 3 months.
- 6th Level (6 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 30-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 35 feet per Earthbender level away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 6 months.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 6 months.
- 7th Level (7 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 35-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 40 feet per Earthbender level away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 9 months.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 9 months.
- 8th Level (8 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 40-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 40 feet per Earthbender level away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 year.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 year.
- 9th Level (9 Ki Points)
You choose a portion of dirt or stone that you can see within range and that fits within a 45-foot cube per Earthbender level. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 45 feet per Earthbender level away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 3 years.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 3 years.
Way of the Badgermole[edit]
Example of the Badgermole Style |
You take the path of the original earthbenders and work the very foundations of earthbending. The original earthbenders were directly taught the ways of earthbending.
Earth and Rock Technique[edit]
At the 3rd level, you learn the ways of the flow of water and how destructive it can be.
- Gain basic earth techniques, as an action specified
- Earth Smash - Upon using Boulder Throw you may smash the boulder as a Reaction to send shards of sharp pieces at a target. The area of effect is a 15 foot cone. Creatures within the cone must make Dexterity saving throw to take half damage of one unarmored damage die as piercing damage. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Earth Gauntlets - Perform a martial form as a bonus action coats your hands and arms in rock that adds +1 to natural armor and creatures stuck must make a Constitution Save or become paralyzed, instead of stunned until your next turn. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Earthen Shift - Perform a martial form as a reaction to use the earth at the feet of a creature within 30 feet to propel it like Dash or Dodge, or to disrupt their Dash or Dodge if that creature is touching the ground. Unwilling creatures must make an Dexterity Save your Earthbender DC. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Terrain Launch - Perform a martial form as a bonus action to shift the ground beneath your feet to propel yourself upwards at a distance up to 10ft per Proficiency Bonus in a direction you choose. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Earthen Armor - Perform a martial form as an action and spend 1 Ki point per 5 x Proficiency Bonus damage reduction as you mold the surrounded ground to an outer armor around you. When the armor reduces armor, the armor will crack according to the amount dealt against the total amount it can reduce. When the damage reduction total is met or exceeded the armor will fall away completely.
- Earth Hand - Perform a martial form as an action and spend 1 Ki point as an action to form an arm and hand made of hardened earth up to 30 feed to either grapple, push, or swipe. Creatures must make a contested Strength or Dexterity Save to avoid the status and half the damage. The hand has a duration of concentration or up to 1 minute and has an HP equal to your Proficiency Bonus x Constitution Modifier. Creatures that are grappled Creatures pushed will be pushed back 10 feet. Creatures that are swiped take 2 x unarmed damage die + Constitution modifier and knocked prone. You may spend 1 additional Ki point to have an additional hand to perform a clap that will deal 3 x unarmed damage die + Constitution modifier.
- Stone Pillars - Perform a martial form as an action and spend 1 Ki point to extended a pillar that is up to 5 feet per Constitution from the ground that can reach up to 10 feet per Proficiency Bonus that will last until the start of your next turn. You may spend 1 additional Ki point per pillar after the first to send multiple pillars at once. If a pillar is underneath an unwilling creature, they must succeed a Dexterity saving throw to avoid the area.
- Stone Munitions - Perform a martial form as a bonus action and spend 2 Ki points and have 3 projectiles float next to you. You can send one during the turn you create them. You can use the remaining to a chosen creature when you perform an Attack Action. Each projectile deal your unarmed damage die + Constitution modifier as bludgeoning damage with it's own d20 to hit against the creatures AC up to 30 feet. You may spend 2 Ki points for each set of 3 projectiles at a time.
Each technique is considered a Melee Attack, even if it's ranged. Regain your basic techniques per short rest or long rest.
Earth Manipulator[edit]
At 6th level, you learn to permanently change earth and rock forms. You learn the following:
- Earth Compression - You can compress large chucks of rock into smaller, more compressed chunks that leave the same density of the original but as smaller. By spending 1 minute per size category of chuck (half the time with help of another Earthbender) you can perform this action.
- Earth Etching - You can spend 1 Ki point to leave permanent etchings into the ground that are simple lines in the ground. You may spend 1 additional Ki point per intricacy of the etchings to etch into the ground.
- Earth Material Manipulation - You can spend 1 Ki point to manipulate other materials, such as coal, chalk, and salt. You may spend 1 additional Ki point to manipulate gems and crystals. You may spend an additional 2 Ki points to manipulate more complex materials, such as meteorites and jennamite. This can be used in place of standard rock with your Earthbending abilities.
Advanced Earth and Rock Technique[edit]
At 11th level, you learn the further ways of the power of the earth and how destructive it can be.
- Gain basic earth techniques, as an action specified
- Earth Shelter - Perform a martial form as an action and spend 3 Ki points to create a stone shelter or dome that has an AC equal to your Ki Save AC and an HP of Proficiency Bonus + Constitution modifier times 10 at a point within 60 feet of you. This shelter covers a length of up to 5 x Proficiency Bonus in feet by a width of 5 x Proficiency Bonus in feet (or just 5 x Proficiency Bonus in feet radius for a dome) by a height of 5 x Proficiency Bonus that is attached to the ground that it rose from. This shelter provides protection from the elements, shielding you from the effects of extreme heat and extreme cold. In addition, it grants you and any other creatures inside it total cover from attacks originating outside of it. If an attack or spell would target you, it targets the shelter/dome instead. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Filter Water - Perform a martial form as an action to purify water as if performing Purify Food And Drink on the water when the polluted water is poured into a group of earth that is up to a 5-foot cube per Proficiency Bonus. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Rock Cuffs - Perform a martial form as an action to form stone cuffs around a creature's wrists or ankles that are connected to each other. The creature must make a Dexterity saving throw to avoid being bound. On a failed Save , the creature is bound and have disadvantage when performing tasks on those limbs. If they are on the ankles then the creature moves a half speed. The creature may make a contested Strength check at the end of its turns to break its binds. You may spend 1 Ki point to bind both the hands and the ankles at the same time. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Rock Shield - Perform a martial form as a Reaction and spend 2 Ki points to block an attack directed at you and send the shield to the attacker up to 60 feet away to deal your unarmed damage die + Strength modifier in damage.
- Rock Slide - Perform a martial form as an action and spend 8 Ki points near a rock or earth cliff side to cause a rock slide within 60 feet of you. Creatures caught in the rock slide must make a Dexterity Save or take half damage. On a failed Save , creatures take 6d6 + Constitution modifier bludgeoning damage, are knocked prone, and are trapped beneath the debris. Creatures would need to make a Athletic (Strength) check of a DC of 15 or higher to remove themselves from the debris. Each round caught under the debris after the first the creature must succeed a Constitution Save or take 1d6 Force damage.
- Rock Wall - Perform a martial form as an action and spend 4 Ki points that raises the stones from the ground as if you casted Wall of Stone.
- Tectonic Rift - Perform a martial form as an action and spend 8 Ki points to cause the earth to quake and shift as if casting Earthquake.
Each technique is considered a Melee Attack, even if it's ranged. Regain your basic techniques per short rest or long rest.
Stone Figure[edit]
At 17th level, you gain the ability to create a clay or rock golem that will aid you for a duration. When spending 8 Ki points, you can create a rock mannequin similarly as if casting Golem except this does not require concentration and can last for 24 hour. If you spend 8 Ki points on the same golem once every day for a year renders its animation permanent. You can only have control of as many Golems equal to your Constitution modifier at any given time, regardless if its permanent.
Way of the Moving Earth[edit]
Example of sandbending |
You choose the path of the finer parts of the earthbending skills of bending sand and slugging the muddy ground to your advantage. This technique gives earthbenders a significant advantage when fighting other benders on sand, as they will now also have access to a variety of powerful sand-related and mud-related abilities. Although sandbending and mudbending is most effective when used near sand or muddy areas, earthbenders can still bend the small gravel particles in any rocky environment to create sandbending abilities or water infused earth to create mudbending abilities.
Mud and Sand Technique[edit]
At 3rd level, you learn the techniques to manipulate the more disciplined parts of earthbending.
- Gain basic earth techniques, as an action specified
- Blurred Sand - Perform a martial form as an action to surround yourself in a cloud of fine sand and dust that gives you the effect similar to having Blur that will last up to 1 minute. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Dust Cloud - Perform a martial form as a bonus action to send a fine dust to a creature within 5 feet per Proficiency Bonus as a cone in front of you. The creature must make a Dexterity saving throw to avoid being blinded until the end of your next turn. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Dust-Stepping - Perform a martial form as a bonus action to stir up the surrounding dust of up to 5 feet per Earthbender level centered on you by stepping on the temporarily suspended dustings and able to move on the effected area without using your movement for that round. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Sticking Mud - Perform a martial form as a bonus action to convert the stone around your fist to a sticky mud. When performing an unarmed strike with this on your hands, creatures that are struck get the sticky mud on their body that causes them to become sluggish. Water of 5 cubic feet will remove only 1 effective Sticking Mud effect. This can be done a number of times equal to your Constitution modifier per short rest or long rest. Subsequent strikes with utilizing this feature that gives additional mud cause the following:
- First Strike - Lose Reactions on their turns until the effect is removed.
- Second strike - Lose bonus actions until the effect is removed.
- Third Strike - Lose constant action as if under the effects of Slow until the effect is removed.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Sand Spout - Perform a martial form as an action and spend 2 Ki points to send a swirling vortex of sand and small earth and stone debris. The Vortex size can be up to 5-cubic feet in size per Proficiency Bonus that will be treated as its appropriate size category. The vortex can be used as a concentration by spending 1 Ki point after the initial cost per 1 minute and can be stationary to propel sails to a increase its speed by 5 mph.
- Small will deal the unarmed damage die as slashing and can move up to 15 feet.
- Medium will deal 2 x unarmed damage die as slashing damage and can move up to 20 feet.
- Large will deal 3 x unarmed damage die as slashing damage and can move up to 25 feet
- Huge will deal 4 x unarmed damage die as slashing damage and can move up to 30 feet.
- Sinking Ground - Perform a martial form as an action and spending 1 Ki point per location to have pin point locations within 15 feet per Earthbender level of you that have a diameter of up to 5 feet x Proficiency Bonus of affected area. Creatures must make a Dexterity Save to avoid being caught in the area. On failed Saves , creatures sink at the rate of 1 foot per round. The creature can make a Strength Save to remove themselves of the sinking area and the DC increase by 2 per foot that is sunken in.
- Thick Mud - Perform a martial form as an action and spending 1 Ki point to choose a point within 30 feet in line of sight of you to soften the ground up to 5 x Earthbender level in feet, creating difficult terrain. Lasts for a number of minutes equal to 5 x Constitution modifier (minimum 5 minutes).
Each technique is considered a melee Attack, even if it's ranged. Regain your basic techniques per short rest or long rest.
Accumulation[edit]
At 6th level, When performing a debris technique, gain accumulation stacks of particles that are charged and floating in the air around you. You activate these as a bonus action and may use the accumulation stacks as follows:
- 2 Stacks - The debris in the air can form a whip-like form to deal 2 x unarmed damage die as slashing damage in a 15 feet line of you.
- 3 Stacks - The air within 10 feet of you is dense with debris that creatures other than you have disadvantage on their attacks for the next 3 rounds.
- 4 Stacks - The debris will temporarily reduce enemies Dexterity by 4 in a 10 foot radius centered on you while inside the affected area for the next 4 rounds.
Stacks are consumed when used.
Advanced Mud and Sand Technique[edit]
At 11th level, You further your path of the more advanced finer parts of the earthbending skills of bending sand and slugging the muddy ground to your advantage.
- Gain basic earth techniques, as an action specified
- Mud Armor - Perform a martial form as an action that coats yourself in a layer of viscous mud that will cause melee attacks to need to make a Strength check or have their weapon (or themselves if it's an unarmed attack) stuck to you giving them disadvantage to attacks and open to opportunity attacks until free. Ranged missiles only deal half damage. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Sand Bullets - Perform a martial form as an attack action to send 1 Sand Bullet and 1 Sand Bullet as a bonus action that deal unarmed damage die + Constitution modifier as piercing each with a range of 50 feet. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Sand Spear - Perform a martial form as an attack action to use or throw a spear as if it wear an actual spear with the unarmed damage die + Strength modifier piercing damage that disassembles after it is used. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Mud Spray - Perform a martial form as an action to send a spray of mud in 15 feet cone from you that causes creatures with in the range to need to make a Dexterity saving throw or become restrained from the mud sticking to them. Restrained creatures can make a Strength check at the beginning of their turn to break free but this will take their entire turn to do so. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Sandstorm - Perform a martial form as an action and spending 5 Ki points to kick the dust, sand, and other earthen debris to create a storm of debris as if you casted Sandstorm.
- Sand Prison - Perform a martial form that takes an entire round and spend 6 Ki that converges the sand and small debris that swirl around a target point that is up to 60 feed of your in a 5 feet radius per Proficiency Bonus. Creatures must make a Dexterity Save to negate the effect on them. On failed Saves , creatures can only move at half speed and cannot dash.
- Mudslide - Perform a martial form as an action that will rise the ground area that is within 400 feet of you that affects an area of up to 10 feet per Earthbender level. The affected ground billows out and causes a mudslide that travels half the area effected. Creatures within the affected area must make a Dexterity saving throw to make an attempted dash to get out of the area. If they cannot get out of the area based off their movement speed they are still caught in mud slide. Creatures in the mudslide take 2 times unarmed damage die + Constitution as force damage and they are prone and incapacitated. Creatures can make a Strength check to unbury themselves from the mud but takes their entire turn and requires another turn to stand back up. The area becomes difficult terrain.
Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.
Sand Skin[edit]
At 17th level, you can make layer up to your Constitution modifier of secondary skins that can be removed as a reaction to take damage intended for you instead. It takes at least 1 hour of meditation to put the layers on yourself.
Way of the Metalurgy[edit]
Example of metalbending |
Metalbending is a specialized sub-skill of earthbending that allows an earthbender to ferrokinetically bend natural and processed metal in a similar fashion to bending regular earth.
Metal Vein Techniques[edit]
At 3rd level, you choose the path of the utilizing the pure ores and metals that resides in the ground and use them to your Advantage.
- Gain basic metal techniques, as an action specified
- Metal Fists - Perform a martial form as a Reaction that coats your unarmed strikes into the local metal in the area that will increase damage dealt by +2. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Metal Sense - You gain the fine sense of know what the current metals in the ground within a 120-foot radius of you. As a bonus action you can draw the metals to gather to you.
- Metallic Skin - Perform a martial form as a bonus action to take the surrounded metals to attach to your skin to grant you an additional +4 to AC for a duration of 1 hour. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Enlarge Weapon - Perform a martial form as a bonus action to transform a metal Earthbender weapon to a larger weapon that adds an additional damage die when it hits. The one-handed weapons can still be wielded as a one-handed weapon and regardless of your size you do not impose a Disadvantage on weapons larger than your size category. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Magnetizing Strike - Perform a martial form as an attack action and spending 2 Ki points with an unarmed strike on a creature that has metal armor to lose its effectiveness by reducing it's AC by 2 and lose -2 on Dexterity maximum availability for AC for a number of rounds equal to your Proficiency Bonus.
- Metal Whip - Perform a martial form as an action and spending 1 Ki point to form a metal whip that has a range of 15 feet that deals your unarmed damage die + your Strength modifier. Upon making a successful hit you may choose to make a grapple check with a contested grapple with the creature. If the creature fails then the creature is pulled toward you if they are outside of 5 feet of you and knocked prone or just knocked prone.
- Metal Shrapnel - Perform a martial form as an action and spending 2 Ki points to have 3 chunks of metal pieces to be sent towards up to three creatures that deal your unarmed damage die + Constitution modifier.
Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.
Metal Shifting[edit]
At 6th level, you learn the flexibility of your metal workings by shaping the metal into fashions of piercing, bludgeoning, or slashing as a Reaction. Attachments fashioned onto Metallic Skin will dealing one die size lower that your unarmored damage die to enemies that strike you with a melee weapon. Your metal shapes also gain higher density and gain a +1 to AC. Learn how to control liquid metals, such as mercury.
Advanced Metal Vein Techniques[edit]
At 11th level, you advanced the path of the utilizing the pure ores and metals that resides in the ground and find further use of them.
- Gain basic metal techniques, as an action specified
- Weapon Bending - Perform a martial form as a bonus action to gain a +2 to hit and damage when using a metal weapon to attack for 1 round per Proficiency Bonus. This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Metal Redirect - Perform a martial form as a Reaction to make a contested unarmed damage roll + Constitution modifier against a weapon that contains metal that hits you. You can reduce the amount of damage taken from that weapon based on the contested damage dealt. If the damage reaches 0 or below you can disarm a melee attack or redirect the projectile back to the attacker that will deal your unarmed damage die.
- Metallic Vibrations - Perform a martial form as an Attack Action that strikes against a creature that has armor containing an metal. For the next minute per round the creature must make a Constitution Save . On a failed Save , take 1d6 force damage with light armor, 2d6 with medium armor, and 3d6 with heavy armor, and the creature is under one of the following effects when you roll 1d4:
1d4 | Effect |
---|---|
1 | Lose concentration |
2 | Attacks made at Disadvantage |
3 | Saving throws and skills are at Disadvantage |
4 | Restrained |
This can be done a number of times equal to your Constitution modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Mercury Bullets - Perform a martial form as an action and spending 3 Ki points to have 3 mercury bullets float next to you that each have their own d20 for attacking to be fired at up to 3 creatures. Creatures struck must make a Constitution Save or become poisoned. Creatures that are poisoned take 1d4 Constitution stat reduction. It takes a lesser restoration or neutralize poison to remove.
- Sanguine Ferric - Perform a martial form as an action and spending 1 Ki point against medium and lower size category creatures and 1 additional Ki point for each size category above medium. Creatures within 10 feet of you must make a Constitution Save . On a failed Save , the creature takes 1 level of hemochromatosis. It takes a lesser restoration to remove a level of hemochromatosis and a greater restoration to remove up to 3 levels of hemochromatosis.
Level | Effect |
---|---|
1st | Gain Disadvantage when performing Reaction, Dexterity Saves, and Constitution Saves. |
2nd | take 1d8 true damage when performing any moveable action, such as attack, dash, etc. |
3rd | After performing any action or movement beyond half movement speed, the creatures must make a Constitution Saving throw with a DC of 8 + Proficiency Bonus + Hemochromatosis level or become incapacitated. |
4th | Become diseased, where you gain 1 level of exhaustion for each movement that is considered strenuous. Requires a nothing short of a wish spell can remove this. |
- Metallic Attraction - Perform a martial form as a bonus action and spending 4 Ki points to draw chosen creatures within a 60-foot radius towards you. Creatures chosen must make a Constitution Save to negate this effect.
- Earth's Magnetic Force - Perform a martial form as an action and spending 2 Ki points per targets you choose in a 60-foot radius of you. You can alter the magnetic field of the earth to have creatures float as if you casted Levitate except that willing creatures gain a +10 to their movement speed and +2 to the Dexterity saving throws and unwilling creatures must make a Constitution saving throw or gain a -10 to their movement speed and have Disadvantage to Dexterity saving throws.
Each technique is considered a Melee Attack, even if it's ranged. Regain your basic techniques per short rest or long rest.
Magnetic Field[edit]
At 17th level, you gain the ability to alter the very magnetic components to metals around you. In a 20-foot per Proficiency Bonus radial area, you grant chosen creatures that have metal items on them to have either a Magnetic Boost or Magnetic Deficit:
- Magnetic Boost
- Metal Armor: Damage reduction of 5 per Proficiency Bonus against physical slashing, bludgeoning, piercing, and force and +2 to the maximum Dexterity bonus to their AC (those that don't have a maximum will take a base +2 to their Dexterity towards their AC).
- Metal Weapon: +4 to hit and damage and a critical threshold of 19-20.
- Magnetic Deficit
- Metal Armor: Damage susceptibility of 5 per Proficiency Bonus against physical slashing, bludgeoning, piercing, and force and -2 to the maximum Dexterity bonus to their AC (those that don't have a maximum will take a base -2 to their Dexterity towards their AC).
- Metal Weapon: -4 to hit and damage and a required confirmed critical.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into a Earthbender, you must meet these prerequisites: Not a bender of any other type or a Monk, Strength 13, Constitution 13
Proficiencies. When you multiclass into the Earthbender class, you gain the following proficiencies: Simple weapons, Warhammers
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