Earthshaker Knight (5e Subclass)

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Earthshaker Knight[edit]

Fighter Subclass

Earthshaker Knights are warriors who have mastered the ancient and volatile art of geomancy, channeling the raw, seismic power of the earth beneath their feet. In their hands, the ground itself becomes a weapon, an ally that responds to their call with violent quakes and sudden fissures. These fighters move across the battlefield with the unpredictable ferocity of an earthquake, their steps heralding tremors that unsettle foes and terrain alike.

Tremor Strike

Starting at 3rd level, your mastery over earth allows you to infuse your attacks with seismic force. Whenever you make a melee weapon attack, you can channel the earth's energy to create a localized tremor on impact. On a hit, the target and all creatures within 5 feet of it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Additionally, once on each of your turns when you hit a creature with this Tremor Strike, you can choose to expend one use of your Second Wind feature to deal extra bludgeoning damage to the target equal to your fighter level. This represents the raw seismic energy released by your strike.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Geostance

At 3rd level, you learn to adopt stances that harness the power of the earth to bolster your defenses and empower your movements. As a bonus action on your turn, you can enter one of the following stances, which lasts for 1 minute or until you're incapacitated, adopt a different stance, or end it as a bonus action :

  • Stone's Fortitude Stance: While in this stance, you gain temporary hit points equal to your fighter level + your Constitution modifier at the start of each of your turns.
  • Quake's Mobility Stance: While in this stance, your movement does not provoke opportunity attacks, and you can move through the space of any creature that is of a size larger than yours.

You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

Earthen Grasp

By 7th level, you gain the ability to manipulate the earth to ensnare and immobilize your foes. As an action, you can choose a point on the ground that you can see within 30 feet of you. The earth at that point shifts and rises up to form grasping hands or tendrils, targeting one creature of your choice in a 5-foot square. The target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be restrained for 1 minute. While restrained by this feature, the target can use its action to make a Strength (Athletics) check against your Earthen Grasp DC, freeing itself on a success.

Additionally, while a creature is restrained by your Earthen Grasp, you can use a bonus action on your turn to cause the earth to tighten its grip, dealing bludgeoning damage to the restrained creature equal to your fighter level.

After you use this feature, you can't use it again until you finish a short or long rest.

Tremor's Might

Reaching 10th level, you can unleash the raw power of the earth to disrupt and damage your enemies. As an action, you cause the ground in a 20-foot radius circle centered on a point you choose within 60 feet of you to violently shake. Each creature on the ground in that area must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier).

On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. This tremor turns the area into difficult terrain until the end of your next turn.

Additionally, if the area includes a wall or a structure not reinforced against seismic activity, the DM may rule that the structure suffers damage or collapses, potentially causing additional hazards.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Earthshaker's Command

Upon reaching 15th level, your bond with the earth allows you to command it with greater finesse and power. You gain the following abilities :

  • Groundswell : As an action, you can cause the ground to rise and fall, creating a wave of earth that travels in a line up to 60 feet long and 10 feet wide, starting from a point you can see within 100 feet of you. Each creature standing in the line must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone and moved up to 20 feet away from you, in the direction of the line. This movement is not considered willing movement but doesn't provoke opportunity attacks. The ground then returns to its normal level, leaving no trace of the upheaval. After using this feature, you can't use it again until you finish a short or long rest.
  • Seismic Sense : You can sense vibrations through the ground, granting you tremorsense out to a range of 60 feet. This ability allows you to detect and pinpoint the location of creatures that are in contact with the ground.
Earthshaker's Dominion

At 18th level, your connection to the earth reaches its zenith, granting you unparalleled control over seismic forces. You gain one of the following abilities based on your choice :

  • Earthen Overlord : You can command the earth itself to rise up and protect you. As an action, you can cause the ground in a 30-foot radius centered on you to become difficult terrain for your enemies. Additionally, any creature that starts its turn in the area must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be restrained by the shifting earth until the start of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Tectonic Eruption : You can channel the earth's fury into a devastating eruption. As an action, you cause the ground in a 60-foot radius centered on a point you can see within 120 feet of you to erupt in a violent quake. Each creature on the ground in that area must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or take 10d10 bludgeoning damage and be knocked prone on a failed save, or half as much damage and not be knocked prone on a successful one. Additionally, the area becomes difficult terrain until cleared. Once you use this feature, you can't use it again until you finish a long rest.
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