Base Class: Barbarian
From far mountain reaches to caverns deep below the surface, barbarians who walk the Path of Fractured Earth intertwine their rage with the natural world of stone and soil, forging a connection of trust that when one is in danger, the other will be their spear and shield. Break the earth apart as it empowers your rage, and put it back together again once the dust has settled, until nothing dares threaten either of you ever again.
Reckoning Bound
3rd-level Path of Fractured Earth feature
Starting when you choose this path at 3rd level, the earth empowers your jumping and landing. While you’re raging, you can use a bonus action to leap a number of feet equal to 5 times your Strength modifier in any direction. When you land from this leap, you take no fall damage, and you can choose to rumble the ground, causing all terrain within 10 feet of you to become difficult terrain. Any creature within this area when you land must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take bludgeoning damage equal to 3d6 + half your barbarian level and be knocked prone. On a successful save, they take half damage and suffer no additional effect.
You can also cause this effect by falling 30 or more feet, in which case you take half damage from the fall, before calculating resistances, even if you aren't raging.
Roots of Stone
3rd-level Path of Fractured Earth feature
While raging, you cannot be moved against your will. You are also immune to the petrified condition and cannot be knocked prone, even when not raging.
You also learn the mold earth cantrip and can cast it as a bonus action, even while raging. When you cast this spell, its effects are permanent, but are not magically maintained or forced to continue.
Seismic Rupture
6th-level Path of Fractured Earth feature
Starting at 6th level, the earth responds to the resonance of your rage. While raging, whenever you take the Attack on your turn, you can replace one of the attacks with a strike to the earth, causing it to rupture in either a 30-foot cone or a 45-foot line that is 5 feet wide. Each creature in the area must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take bludgeoning damage equal to half your barbarian level and be moved 15 feet either towards you or away from you, your choice. If a creature fails the saving throw by 5 or more, they are also knocked prone. On a successful save, a creature takes half damage and is not moved. Any area affected by this ability becomes difficult terrain.
Earthen Restoration
10th-level Path of Fractured Earth feature
At 10th level, you find that the earth brings not only power to your rage, but comfort to your rest. Whenever you take a short rest, you and your companions recover Hit Points equal to your proficiency bonus, provided you are on dirt, stone, or a similar terrain. This bonus is also applied to each Hit Die you spend during a short rest.
Additionally, you can use a bonus action to restore any areas of difficult terrain caused by one of this class's features back to their natural state.
Terraform
14th-level Path of Fractured Earth feature
Beginning at 14th level, the earth favors you, letting you shape it to your liking.
You gain the ability to cast the following spells once per day each, even if you're raging, requiring no material components or concentration: Meld Into Stone, Wall of Sand, Stone Shape, Stoneskin, Passwall, Transmute Rock, Wall of Stone, Bones of the Earth, Move Earth
Previous Versions
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