Way of the Earth Elementalist (5e Subclass)

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Way of the Elementalist (Earth)[edit]

A dwarf performs deep, strong motions downward and generates a hole in the stones around him, allowing him to start laying the foundation for his order's next great monastery.

A dragonborn makes a strong jab upward and a quick kick through the air, just as a boulder rises from the earth and launches itself at the brace of a watchtower, causing it to snap and come crashing down.

A gnome waves his hands in quick, jagged motions and build himself a hut for the night closed off from the world around him.

An Earth Elementalist is a Monk who connects to the strength and constant nature of the earth. These monks force their Ki downward, deep into the earth and overpower the rocks they manipulate through sheer stubbornness and willpower.

Steady and Tough

At 3rd level you have learned how to tap into the nature of the earth and take on some of its properties. You gain the following benefits:

  • Your hit point maximum increases by 3 and by 1 again whenever you gain a level in this class.
  • You can cast the Mold Earth cantrip, and its effects cover a up to a 10-foot cube. In addition, you may use this to turn solid stone into dirt, or dirt into stone. This effect lasts for 1 minute.
  • Whenever you make an Unarmed Strike you can instead propel the earth around you, using anything from a pebble lying around to a spike you pull from the earth to make a ranged attack. This attack has a range of 30 feet and deals magical Bludgeoning or Piercing damage (your choice) equal to your Martial Arts damage. You can also use this in tandem with your Flurry of Blows ability to make 2 attacks as opposed to 1.
Patient and Strong

At 6th level you have learned to listen to the earth. You gain Tremorsense within 30 feet of you, if you already have Tremorsense you add 30 feet. In addition, you have learned to mimic the strength of the earth. You deal double damage to objects and structures.

Overpowering

At 11th level you have learned how to overcome the unyielding nature of stone and earth. As an action you can cause pillars, or spikes to appear in a 20 foot radius around a point of your choice on the ground within 120 feet of you, that area is now considered difficult terrain until it is cleared. If a creature is in that area it must succeed on a Constitution Saving throw or suffer 2d8 damage. You can increase this damage by spending up to 3 Ki. the damage increases by 1d8 for every Ki spent. In addition, you can now use the Mold Earth cantrip to excavate stone to create a wall that gives you,+2 to AC till the end of your next turn.

One with the Earth

When you reach 17th level you have learned how to become one with the very earth beneath you. By spending 5 Ki points you may cast the Investiture of Stone spell. Once you do so you cannot use this feature again until you finish a long rest.

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