Base Class: Fighter
Bring upon yourself the rage and benevolence of the earth itself, show its fearsome destructiveness in the form of raging hot fires and its envious compassion in the rolling waters of the coast!
BONUS PROFICIENCY, BLESSING OF THE EARTH
BONUS PROFICIENCY: When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: nature, survival, or history. Alternitivly you may gain proficiency with stone carvers tools.
BLESSING OF THE EARTH:
Starting at third level the energy of the earth and rock permeates deep into your body. As a bonus action on your turn you may cause this energy to harden your skin for up to 1 minute (may be dismissed as a free action), while hardened you gain the following benefits:
*+1 to AC
* Resistance to non-magical slashing damage
* You may increase your weight by up to 500lbs, rooting you into the ground and negating any external effect which may move you (barring gravity).
You may do this an amount of times equal to your proficiency bonus per short or long rest.
TREASURES WITHIN
At 7th level you begin to partake in the earths vast and mysterious treasury as you embody it. Choose one type of crystal from: Ruby, Diamond, Emerald, Sapphire, or obsidian. This choice grants benefits both while not using “Blessing of the earth" and while you are using it.
(This MAY NOT BE CHANGED, but you will gain access to an additional gem at 15th level).
Diamond
Always:
When bartering for goods or services, you have advantage on any skill check made to secure them.
When you activate blessing of the earth the following additions occur:
Your body takes on the translucent properties of a diamond, now granting immunity to non magical slashing damage and resistance to radiant damage.
Emerald
Always:
You have advantage on insight checks. As well as investigation checks made to determine if something is an illusion.
When you activate blessing of the earth the following additions occur:
Your eyes take on the hue of a deep green emerald. You can see through all illusions cast of 5th level or lower within 30 feet of you, and have advantage on saves made to resist charming or frightening effects.
Obsidian
Always:
You have advantage on your first death save each time you are brought to 0 hit points.
When you activate blessing of the earth the following additions occur:
Your stone body and equipment now takes on the brittle sharpness of razor sharp obsidian, when you use "blessing of the earth" you may opt to become vulnerable to all bludgeoning, thunder, and force damage, and in exchange deal an extra two dice worth (for example, if one attacks with a great sword, it would deal 4d6+str mod rather than 2d6+str mod) of piercing or slashing damage when using a weapon that deals that damage type.
Ruby
Always:
You are no longer bothered by extreme hot temperatures (such as those experienced while traversing a dessert) and you have advantage on intimidation checks.
When you activate blessing of the earth the following additions occur:
Freckles of ruby coat your body granting resistance to fire damage and the ability to coat your attacks in flame (replacing the damage type of what would normally be appropriate with that of fire.)
Sapphire
Always:
You gain advantage on medicine checks made to aid another creature, and gain a swimming speed equal to equal to your walking speed.
When you activate blessing of the earth the following additions occur:
5 moats of sapphire lights form and begin to orbit you. On the turn you activate "Blessing of the earth" and on subsequent turns as a bonus action you may send out one of the moats orbiting you to another creature within 10 feet, where it is absorbed into their body granting 1d10+ fighter level hp or temporary hp if they are at their maximum.
EARTHS EMBRACE
On your turn you may use your action or when you drop to zero hit points to be embraced in the protective hands of the earth, you submerge into the ground and become encased in an unidentifiable crystal. You can
remain like this for so long as one half your constitution modifier minutes (minimum 1) and while encased this way the following applies:
* you are blinded, deafened, and restrained
* you have resistance against all damage, and immunity to piercing and slashing damage
*you recover 2d10+fighter level hp for every rounds worth of time
spent encased (maximum of 10d10)
you may exit the stone early as a bonus action. When you exit you are ejected from the ground in an unoccupied space and take on a level of exhaustion. You can not be encased this way again for 1d4 long rests.
EXALTED TREASURES WITHIN
At 15th level you can choose another gem to take on when you use blessing of earth, you may only have one gem activated at any time, and can only change the gem when you first activate blessing of the earth, or if you expend an additional use.
To clarify, both of the gems ‘always’ effects will constantly be in place, but only one of the “Blessings of the earth” effects may be used during any given activation of “Blessings of the earth”. An additional use can be made to change the active gem.
Diamond
Always:
When bartering for goods or services, you have advantage on any skill check made to secure them.
When you activate blessing of the earth the following additions occur:
Your body takes on the translucent properties of a diamond, now granting immunity to non magical slashing damage and resistance to radiant damage.
Emerald
Always:
You have advantage on insight checks. As well as investigation checks made to determine if something is an illusion.
When you activate blessing of the earth the following additions occur:
Your eyes take on the hue of a deep green emerald. You can see through all illusions cast of 5th level or lower within 30 feet of you, and have advantage on saves made to resist charming or frightening effects.
Obsidian
Always:
You have advantage on your first death save each time you are brought to 0 hit points.
When you activate blessing of the earth the following additions occur:
Your stone body and equipment now takes on the brittle sharpness of razor sharp obsidian, when you use "blessing of the earth" you may opt to become vulnerable to all bludgeoning, thunder, and force damage, and in exchange deal an extra two dice worth (for example, if one attacks with a great sword, it would deal 4d6+str mod rather than 2d6+str mod) of piercing or slashing damage when using a weapon that deals that damage type.
Ruby
Always:
You are no longer bothered by extreme hot temperatures (such as those experienced while traversing a dessert) and you have advantage on intimidation checks.
When you activate blessing of the earth the following additions occur:
Freckles of ruby coat your body granting resistance to fire damage and the ability to coat your attacks in flame (replacing the damage type of what would normally be appropriate with that of fire.)
Sapphire
Always:
You gain advantage on medicine checks made to aid another creature, and gain a swimming speed equal to equal to your walking speed.
When you activate blessing of the earth the following additions occur:
5 moats of sapphire lights form and begin to orbit you. On the turn you activate "Blessing of the earth" and on subsequent turns as a bonus action you may send out one of the moats orbiting you to another creature within 10 feet, where it is absorbed into their body granting 1d10 hp or temporary hp if they are at their maximum.
SENTINEL OF THE LAND
At 18th level the great earth beneath your feet grants you the title of Sentinel, and in doing so rewards your dedication with a wondrous armor representative of yourself. As an action on your turn you can summon a mass of crystal to form as armor around you. (You concentrate as though on a spell)
The armor has an AC of 19 and can not benefit from a shield. The armor also has 100 hp, and will absorb any damage that would normally be delivered to its wearer. If it is broken and there is excess damage, the wearer takes the remaining damage.
As a reaction you can send this armor to a creature about to be hit by an attack. When you do so the armor leaves your body and wraps around the target of the attack until the start of your next turn, This may potentially cause the attack to miss. While a creature other than you is wrapped in the armor, they are restrained.
As an action you may attempt to wrap an enemy of large or smaller size in the armor, they must make a dc 15 strength save or be restrained until the start of your next turn.
You may also forgo the armor returning to you, if that is the case, an enemy can make a DC 15 athletics check to break free of the armor at the end of each of its turns.
If/When armor is broken out of in this Method it returns to you with 10 less hit points.
You can do this for an hour once per long rest.
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Posted Feb 24, 2021Love this subclass!!!