Earthfeeler (5e Subclass)

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Earthfeeler[edit]

Druid Circle

A young dwarf throws a dagger made from stone to defend from the orcs. A human leads her team through a cavern of a million turns with her earthen magic. An elderly group of men and women focus their energy to create a stone giant around them, finally resting as the giant hides their secrets. These are the Earthfeelers.

Earthen Warriors[edit]

You've become so attuned to the element of earth that it has become a part of you. Such a powerful force inside your body and mind, it's almost too much to handle. You work hard to keep it under control, but it always appears effortless. You know everything about the Earthen magic and the skill that goes into molding it from the gods, and you also know that you've been chosen by the element to carry out its missions.

Creating an Earthfeeler[edit]

You're holding a massive amount of energy inside you, that much is given. But were you taught to control it, or did you learn alone? Do you have many trusted friends to help out with it, or do you feel alone? And what about the power inside you? Does it come from within or the world outside? How did you come into contact with the Earthen element?

Earthfeeler Features[edit]

Geo Location

You can always tell where you are because you feel with the earth itself. Starting 2nd level, you cannot become lost except by magical means on land as long as you are on the material plane or in the elemental plane of earth. This effect does not extend to air or water travel.

You also gain tremorsense of 10 feet.

Granite Armor

At 2nd level, you can use the stones around you to make another layer of armor. While not wearing armor, your AC equals 13 + your Wisdom modifier.

In addition, you can use your bonus action to enhance the defenses of your granite armor, by spending a use of your Wild Shape. Doing so give you temporary hit points equal to your Wisdom modifier x your Druid level, and grant you the following benefits:

  • You gain a bonus of +2 to your AC.
  • You have resistance to non-magical slashing damage, and critical hits with slashing weapons become normal hits.
  • You can't be stunned, knocked prone or moved by physical means against your will while you are in contact with the ground.
  • Your melee weapon attacks are heavier, causing additional damage equal to 1d8. This increases to additional 2d8 at 6th.

The armor lasts for 1 hour, or until you lose the temporary hit points given by it. You can also spend a spell slot as a bonus action to regain a number of temporary hit points from the armor equal to 5, plus 5 per level of the slot spent.

Stone Strikes

At 6th level, you can call upon the earth and stones, use them as weapons. You gain the following abilities that you can use as a bonus action on your turn:

Meteor Bomb. You are able to call stones from the heavens. Meteors crash down in a point you can see within 60 feet, and all creatures in a 10-foot radius must make a Dexterity saving throw against your spell save DC, or take 1d10 bludgeoning damage plus 1d6 fire damage on a failed save, or half as much on a successful one. You can only use this ability when outdoors.
Stone Strike. You can call up a cylinder of earth in a point you can see within 60 feet, that has a diameter of 5 feet and a height of up to 15 feet. All creatures in the area must make a Dexterity saving throw against your spell save DC, or take 1d12 bludgeoning damage and be raised by the cylinder. On a success a creature take half damage and is not raised by the cylinder. You must be in contact with the ground and earth to use this feature.

You can use any of these features a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.

Stone Summon

At 10th level, you have gained the ability to call a creature from the stone. You can spend 2 uses of your Wild Shape to summon an elemental with a CR of 3 or lower. The elemental must be made out of earth, stone, magma or similar material, and remains by your side for 1 hour. You must be in an area with the materials similar to the composition of the elemental.

Alternatively, you can spend 1 use of your Wild Shape to summon an elemental with a CR of 1 or lower.

It obeys your commands and is friendly to your allies. It acts on its own and roll its own initiative.

Earth Form

Starting at 14th level, you have learned how to mold the earth to your will. You can cast move earth once, without spending a spell slot or any material components.

In addition, this spell is always prepared for you and doesn't count against the maximum number of spells you can prepare.

Finally, you can cast this spell, without requiring concentration. If you do so, the duration becomes 1 minute.

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