Monk
Base Class: Monk

A Toa of Earth, you have been chosen by Mata Nui to be the foundation of his will, giving you control of earth and the ground. 

Earth Casting

Mata Nui grants you powers beyond that which is natural, allowing you to manipulate earth in ways that resemble magic. You gain two cantrips: mold earth and druidcraft.

As you gain levels in this class, you learn earth-based spells. Earth is controlled through your physical connection to the ground, your ability to feel vibrations with your body and respond with pressure. Strength is your spellcasting modifier for earth spells, which require verbal and somatic components only. 

You cast spells using elemental points. You have a number of points equal to half your Monk level, which are recovered whenever you complete a long rest. The cost of each spell is shown in the Earth Spells table. 

You can convert 2 ki points into 1 elemental point.

SORCERER LEVEL

EARTH SPELLS

ELEMENTAL POINTS

3rd

entangle, earth tremor

1

5th

earthbind, Maximilian's earthen grasp

2

9th

erupting earth, meld into stone

3

13th

stone shape, stoneskin

4

17th

passwall, transmute rock

5

20th

earthquake, move earth

7

One with Earth

You are connected to the earth in body and soul. You gain Darkvision to 60ft, as well as Tremorsense to 30ft, as long as your feet are connected to the ground and you are barefoot or wearing thin shoes. Additionally, you can halve your speed and burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

At level 11, your connection to earth improves. Your tremorsense increases to 60ft, and your darkvision to 120ft. Additionally, your burrow speed is now equal to your movement speed.

Slow and Steady

Your approach to combat is far more grounded than most monks. You may use the following alterations.

  • You may use Strength, instead of Dexterity, to determine your AC. If you do, your maximum AC bonus is 5, even if your Strength modifier exceeds 5.
  • You can exchange your Unarmored Movement speed for hit points. For every 5 feet of Unarmored Movement, you gain 5 extra hit points. The effect is lost if you wear armor. 

You also gain an additional ki feature. 

Unsure Footing. You force the earth to tremble, causing hostile creatures to lose their footing. You can spend an action and 2 ki points to cause the ground under 1 target to shake. That creature has disadvantage on whatever action they take on their next turn. 

Firm Footing

Starting at 6th level, you master the steady stance. If you do not move on your turn, attacks made against you are at disadvantage for that round, and you gain advantage on saving throws made on that round.

At 18th level, you cannot be knocked prone or moved against your will by non-magical effects.

From Below

Beginning at 11th level, when you use your burrowing speed, you can burst out directly underneath a hostile creature, forcing them to make a Dexterity saving throw. If the creature fails, it takes bludgeoning damage equal to your Monk level, and you knock the creature back 5 feet in a direction you choose, where it falls prone. On a successful save, the creature moves 5 feet to a space of their choosing and takes no damage, and you emerge in the space they were just occupying. You cannot erupt beneath a creature two or more sizes larger than you. Once this attack succeeds, you cannot use it again until you finish a long or short rest.  

Groundbreaker

At 17th level, you demand the earth to answer you. As an action, you can spend 5 ki points to slam your foot into the earth, ripping the ground asunder. You disturb the ground in a snaking crack that you control. The crack has 30 ft movement and cannot cross itself. You can cause the crack to remain closed under a friendly creature or object, but a skipped space still consumes 1 space of movement. You can extend the path by expending 1 ki point per 5 feet. All creatures affected by the crack must succeed on a Dexterity saving throw or take bludgeoning damage equal to your Strength modifier and be grappled as the ground opens up, sinking their feet into the earth. Once grappled, they will need to succeed on a Strength saving throw to pull themselves free. 

The path remains difficult terrain until treated.

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