Barbarian
Base Class: Barbarian

Through combined forces of brutish strength and indominatable will the Path of the Earthshaker Barbarian rages against the ground itself as well as their foes. 

Any spells effects created by this subclass are not considered spells for the purpose of counter-spell or similar effects.

Tectonic Techniques

Once per turn, while raging, you may perform a Tectonic Technique. You may do so times equal to your number of Rages per long rest. While you have no uses available, you can spend one use of your Rage feature to perform a technique.

At 3rd level you can choose two Techniques to learn and you learn an additional technique at 6th, 10th and 14th level.

The DC for any of your Techniques is equal to 8 + your proficiency bonus + your strength modifier.

Aftershock

You strike with the force to shake all things. When you hit a creature with a melee weapon attack, you can choose to leave an Aftershock. The target must make a Consititution saving throw and on a failure the target has disadvantage on all attack rolls, strength checks and dexterity checks until the end of its next turn.

Convulsive Cry

When you take the Attack action on your turn, you can replace one of the attacks with a Convulsive Cry. Your strength extends to your voice too as you bellow with unparalleled ferocity. All creatures within 5-feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage and is deafened until the start of your next turn. On a successful save, the creature takes half as much damage and isn't deafened.

Earthen Impel

As an action you may make an Earthen Impel. You rip a chunk of foundation of the ground before hurling it at a creature. Make a thrown weapon attack roll against a target within 30-feet. On a hit, the target takes 2d8 bludgeoning damage and must make a Strength saving throw, being knocked prone on a failure.

Entombing Strike

With all your might your might you trap your foe with the earth as its prison. When you hit a creature with a melee weapon attack, you can choose to try and Entomb it. The target must succeed on a Strength saving throw or be Grappled up to a minute by the earth. A creature larger than you has advantage on this saving throw.

A creature grappled in this way or one that can touch the creature can use its action to make a Strength check against the DC to break the grapple.

Resonating Rage

When you first enter Rage you may do so as an action instead, entering Rage in this manner forces all creatures within 5 feet to be pushed back by a Thunderwave. A Thunderwave made in this way is treated as first level.

Seismic Stomp

As an action you may make a Seismic Stomp. With great strength you stomp into the ground and cause an Earth Tremor. An Earth Tremor made in this way is treated as first level.

Sundering Stalagmite

When you take the Attack action on your turn, you can replace one of the attacks with a Sundering Stalagmite. Your thrust your weapon into the earth at the right angle to cause a small spire of rock to pierce out of the earth into your foe. Make a melee attack roll against a target within 10-feet dealing piercing damage equal to one weapon attack roll. Additionally if your weapon is magical, damage from this Technique is also considered magical.

Regardless of a hit or miss, it creates a stalagmite capable of providing half cover.

Upheaval

When you take the Attack action on your turn you may replace one of the attacks with an Upheaval. You dig your weapon into the ground and heave the earth towards you enemies. Each creature within a 15-foot line must make a Dexterity saving throw against your DC on a failure they take bludgeoning damage equal to one weapon attack roll, on a success they take no damage. Additionally if your weapon is magical, damage from this Technique is also considered magical.

Earthshaper

At 3rd level, you gain proficiency with Mason's tools and a proficiency bonus to checks related to geology and stoneworking, if not already proficient.

One With The Earth

Beginning at 6th level, your body is used to moving the earth around you rather than you moving around the earth. You are unaffected by difficult terrain. You have advantage on any checks related to moving, climbing or navigating rocky and earthy terrain. You may also Mold Earth at will, requiring only your bare hands and any effects are permanent.

Foot Of The Mountain

Beginning at 10th level, while raging and on a solid surface you become extremely difficult to move. You gain advantage against any effect that would reduce your speed, move you against your will, prone you against your will, paralyze you or restrain you. 

As a bonus action while raging you may choose to plant your feet firmly in the ground, you cannot be moved or proned against your will and you become immune to the restrained and paralyzed conditions for 1 round. Additionally 5-feet around you becomes difficult terrain. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Expansive Might

As your strength grows so does your area of effect. Beginning at 14th level, the range and duration of all your Tectonic Techniques is doubled. For example a 5-foot radius is now a 10-foot radius and an effect that lasts until the end of the creatures next turn now lasts til the end of the subsequent turn.

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