Base Class: Fighter
Earthshakers are beings of raw physical power. They can leverage this incredible strength to control the field by creating difficult terrain (which they themselves are unaffected by), hurling deadly rock projectiles to knock foes from the air and even shaping the earth around them to create fortifications or traps. Their sheer physical presence also gives them an edge in certain social situations, aiding in Performance and Intimidation skill checks.
Earthshaking Power
When you choose this archetype at 3rd level, you are able to create fearsome displays of incredible strength that are fueled by special dice called power dice.
Powers. You learn two powers, which are detailed below. You learn two additional powers at 7th, 10th, and 15th level.
Power Dice. You have four power dice, which are d6s. A power die is expended when you use it. You regain all of your expended power dice when you finish a short or long rest.
At 5th level you gain another power die and your power die become d8’s. At 7th level you gain another power die and your power die become d10’s. At 15th level you gain one more power die and your power die become d12’s.
Saving Throws. Some of your powers require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:
Power save DC = 8 + your proficiency bonus + your Strength modifier.
Mighty Stride
At 3rd level, you can move across difficult terrain made of earth or stone without spending extra movement.
Shockwave
At 3rd level, as an action, you can expend two power dice. A fountain of churned earth and stone erupts in a 30-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. A creature takes 2*[power dice] bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Power Stance
At 3rd level, as a bonus action, you can expend one power dice. For 1 minute, you gain a +2 bonus to all ability checks and saving throws that use Strength and you gain a bonus to Intimidation and Performance skill checks equal to your Strength modifier.
Rock Throw
At 7th level, you may expend three power dice to take the attack action and make a ranged weapon attack: strength modifier+proficiency to hit, range 50/100 ft., one target. Hit: 3*[power dice]+str mod bludgeoning damage and the target is knocked prone and pushed 10ft away from you.
Thundering Leap
At 7th level, as an action, you can expend two power dice to leap to a spot you can see within 60 feet. All creatures of your choice within a 15-foot radius of your landing point must make a Dexterity saving throw or suffer 2*[power dice] thunder damage and be knocked prone. Creatures who successfully save are not knocked prone and take half damage.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to land in; otherwise, the creature is left behind.
Extended Shockwave
At 10th level, Shockwave’s range is extended to a 60-foot cone.
Juggernaut Charge
At 10th level, As an action, you can expend four power dice to batter your way through creatures or objects that stand in your way.
You charge 30 feet in a straight line. Any creature in your path must make a Dexterity saving throw, on a failed throw a creature suffers 4*[power dice]+str mod bludgeoning damage and is carried forward with you to the end of your charge. On a successful save the creature takes half damage and is not carried with you.
Additionally, if there are any wooden, plaster or stone objects or terrain in your path (such as walls) you create a passage through them. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall. The passage may create instability in a structure surrounding it.
Unstoppable Power
At 15th level, while Power Stance is active, when you make a Strength check, you can expend one power dice to replace the number you roll with a 12.
Earthworks
At 15th level, as an action, you can expend three power dice. Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the following 2 hours. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't half exceed the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the power, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This power can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Earthquake
At 18th level, you learn to create a massive earthquake at your feet. Once per long rest, as an action, you can create a seismic disturbance centered on yourself. For the following 1 minute, an intense tremor rips through the ground in a 100-foot-radius circle centered on the point at which you used the power and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you use this power and at the end of each turn for the duration, each creature other than you on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This power can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
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