Base Class: Monk
Your monastic tradition focusses on your connection to the very earth on which you stand. Through hard work and perseverence you have learned to manipulate your ki and, by extension, the earth. Followers of this tradition generally have a tremendous amount of willpower and are taught to be patient, unflinching, and immovable by external force.
Set in Stone
Starting when you choose this tradition at 3rd level, your connection with the earth grows stronger. This allows you to make better use of your surroundings. As long as the terrain is made of earth or stone you ignore difficult terrain, have advantage against being knocked prone, and gain a climbing speed equal to your movement speed.
Mastery of Turf
Also at 3rd level, you can also use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast dust devil, earthbind, earth tremor or Maximilian's earthen grasp at 2nd level without providing material components. Additionally, you gain the mold earth cantrip if you don't already know it.
Seismic Activity
At 6th level, as a bonus action on your turn, you open up your senses to the vibrations running through the earth.
Gather Vibrations. You can expend a number of ki points to gain tremorsense for 1 hour. The radius in which you feel the tremors depends on the amount of ki points spent when activating this ability.
Ki Points and Radius
|
Ki points expended |
Radius |
|---|---|
|
2 |
20 ft. |
|
3 |
30 ft. |
|
4 |
40 ft. |
|
5 |
50 ft. |
|
6 |
60 ft. |
Reverberate. On subsequent turns you can use a bonus action to spend 1 ki point and amplify the vibrations from below. Any grounded creatures within the radius of your tremorsense must make a Dexterity saving throw or be knocked prone.
Eternal Sands
Beginning at 11th level, you can channel the eternal sands to manipulate the world around you for 1 minute. As part of the bonus action to activate your Seismic Activity ability, if you have not yet moved this turn, you can spend one extra ki point to either shift terrain or summon storm within your Seismic Activity radius. The chosen effect disappears after 1 minute or you can dismiss it with a bonus action.
Shift Terrain. The ground transforms into loose dirt or quicksand, turning the entire area into difficult terrain. The difficult terrain moves with you and temporarily turns any non-earthen ground into sandy soil. Any creature that enters the area for the first time on its turn or starts its turn there must make a Constitution saving throw. On a failed save, it takes force damage equal to a roll of your martial arts die. On a succesful save it takes half as much damage.
Summon Storm. A dense sandstorm rises, heavily obscuring the area. When you activate this ability, choose a number of creatures within 5 ft. of you equal to your proficiency bonus to be shielded from the storm. These creatures treat the area as lightly obscured instead. This sandstorm spreads around corners and cannot be dispersed.
One with the Earth
At 17th level, your attunement to the earth has reached a whole new level. As a reaction when you or a creature you can see within 60 feet is hit by an attack, you can temporarily turn that creature's body into tough, but malleable, stone. The chosen creature gains resistance to all damage types except psychic damage until the end of their next turn. You can use this feature an amount of time equal to your Wisdom modifier. You regain all uses when you finish a long rest.
Previous Versions
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11/13/2021 12:03:44 AM
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9/11/2024 6:39:06 PM
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9/11/2024 6:43:35 PM
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