Homebrew Eartbender Species Details

Bender Subclass

Earthbenders draw their strength from the terrain beneath them. Unlike other Benders, they cannot generate their element from nothing. Every stone, shard, wall, weapon, and structure they bend must originate from material physically connected to them.

Their abilities are therefore shaped by the battlefield itself. An Earthbender standing on a mountain possesses an ocean of possibilities. An Earthbender stranded on a wooden ship should have planned ahead.

Earthbender Features

Bender Level Feature
3rd One with Earth, Rock Sling, Obelisk
7th Stillcage, Rock Armor
13th Metalbending, Mudbending
15th Earthtree
18th Sandbox

One with Earth

3rd-Level Earthbender Feature

Your bending requires a continuous physical connection between your body and the earth you intend to manipulate.

When you activate an Earthbender feature, at least one exposed part of your body must be touching a continuous surface connected to the material you bend. The material can be buried beneath that surface, but the physical connection cannot be interrupted by an unconnected structure, a large gap, or another substance that completely separates you from it.

Once a feature has removed material from the ground, that material can continue moving for the duration specified by the feature even though it is no longer physically connected to you.

You cannot create earth or stone. Any material you bend must already exist within the terrain to which you are connected, and the DM determines whether enough suitable material is present to produce the intended effect.

You can bend natural rock, stone, mineral deposits, compacted sand, and gravel. Loose granular material is compressed into a stable mass as part of the bending process.

Unless another Earthbender feature states otherwise, you cannot bend refined metal, glass, mud, lava, molten minerals, or another substance that is no longer primarily natural rock or stone.

The amount, quality, and composition of the available terrain can limit how an Earthbender feature manifests. The DM determines the exact consequences when the surrounding material is unusually scarce, fragile, hollow, reinforced, or otherwise unsuitable.

Rock Sling

3rd-Level Earthbender Feature

You tear stones from beneath your feet, shape them in an instant, and launch them with devastating force.

You can use Rock Sling a number of times equal to your Bender level, regaining all expended uses when you finish a Long Rest.

As an action, expend one use and choose either a Medium Rock or Small Rocks. Each attack made through this feature uses your Bending attack modifier and has a range of 60 feet.

You can shape the rocks into any harmlessly decorative form your imagination permits, such as a stone dagger, an offensively detailed sandwich, or a duck whose expression makes the attack considerably more personal. Regardless of its shape, the rock deals Bludgeoning damage.

Rock Sling Damage

Bender Level Medium Rock Each Small Rock
3rd 3d12 2d8
7th 4d12 3d8
13th 5d12 4d8
15th 6d12 5d8
18th 7d12 6d8

Medium Rock

You launch one Medium rock, which can be as large as a heavy refrigerator, a double bed, or another object of similar volume.

Make one ranged Bending attack against a creature or object within range. On a hit, the target takes Bludgeoning damage equal to the Medium Rock value in the Rock Sling Damage table plus your Wisdom modifier.

A creature hit by the rock must succeed on a Constitution saving throw against your Bending save DC or be pushed 5 feet directly away from you.

Small Rocks

You launch one or two Small rocks, each of which can range from approximately the size of a watermelon to that of a five-gallon water container.

Make a separate ranged Bending attack for each rock. The attacks can target the same creature or different creatures within range.

On a hit, a target takes Bludgeoning damage equal to the Small Rock value in the Rock Sling Damage table plus your Wisdom modifier.

A creature hit by a Small Rock must succeed on a Constitution saving throw against your Bending save DC or begin Bleeding.

A Bleeding creature takes 1d4 Piercing damage at the start of each of its turns. The bleeding ends after the creature takes this damage three times, when it receives magical healing, or when it or another creature within 5 feet of it uses an action and succeeds on a Wisdom (Medicine) check against your Bending save DC.

A creature cannot suffer from more than one instance of this bleeding at a time. If a Bleeding creature fails another saving throw against this effect, the number of remaining turns resets to three.

Launching only one Small Rock still expends one full use of Rock Sling.

HBB Note: Any permanent alteration caused by tearing rocks from the surrounding terrain is determined by the DM, as different surfaces possess wildly different levels of structural integrity.

Weight of My Heritage Bonus

When you apply Weight of My Heritage to Rock Sling, you can launch a Large Rock without expending a use of Rock Sling.

Choose a point on the ground within 60 feet of you. You tear an enormous mass of stone from the connected terrain and bring it crashing down in a 10-foot-radius circle centered on that point.

Each creature in the area must make a Dexterity saving throw against your Bending save DC. On a failed save, a creature takes the damage shown in the Large Rock Damage table and has the Restrained condition as at least one of its appendages becomes trapped beneath the rock. On a successful save, it takes half as much damage and is not Restrained.

The damage is Bludgeoning and includes your Wisdom modifier.

Large Rock Damage

Bender Level Damage
5th 8d10 + your Wisdom modifier
7th 9d10 + your Wisdom modifier
13th 10d10 + your Wisdom modifier
15th 11d10 + your Wisdom modifier
18th 12d10 + your Wisdom modifier

A Restrained creature can use its action to make a Strength saving throw against your Bending save DC, freeing itself on a success.

If the surface can be broken, extracting and launching the rock leaves behind a crater between 15 and 25 feet in diameter, as determined by the DM. The crater is Difficult Terrain and remains until physically repaired.

Obelisk

3rd-Level Earthbender Feature

You perform swift, subtle gestures that force the earth into sudden geometric formations.

You can bend obelisks a number of times equal to your Wisdom modifier, to a minimum of once. You regain all expended uses when you finish a Long Rest.

As a Bonus Action, you can expend one or more uses of this feature to bend an equal number of obelisks from connected ground within 30 feet of you. Each obelisk can be between 1 and 7 feet tall and can possess any geometric shape you choose.

For each obelisk, choose one of the following effects.

Obelisk Damage

Bender Level Obelisk Strike Earthen Displacement
3rd 2d6 1d10
7th 2d6 1d10
13th 3d6 2d10
15th 3d6 2d10
18th 4d6 3d10

Obelisk Strike

You send the obelisk surging toward a creature or bend multiple surfaces together to crush it between them.

Make a melee Bending attack against one creature within 5 feet of the obelisk’s point of emergence. On a hit, the creature takes Bludgeoning damage equal to the Obelisk Strike value in the Obelisk Damage table plus your Wisdom modifier.

Earthen Displacement

You bend the ground directly beneath a creature within range, forcing a circular, triangular, or otherwise unnecessarily elaborate section of terrain to move beneath it.

The target must make a Constitution saving throw against your Bending save DC. On a failed save, it takes Bludgeoning damage equal to the Earthen Displacement value in the Obelisk Damage table plus your Wisdom modifier, is moved up to 10 feet in a direction of your choice, and falls Prone in the direction opposite the initial movement.

This movement can be directed upward. Whether the terrain can lift the creature, and whether the creature takes falling damage afterward, depends on its weight, the surrounding material, and the height achieved, as determined by the DM.

On a successful save, the target is unaffected.

You can bend any number of obelisks as part of the same Bonus Action, provided you expend one use for each obelisk.

After an obelisk strikes or moves a creature, it retracts into the connected terrain, collapses into rubble, or loses its bent form. An unused obelisk does so at the start of your next turn.

The material composing an obelisk does not disappear.

Weight of My Heritage Bonus

When you apply Weight of My Heritage to Obelisk, choose one creature you can see within 45 feet of you that is standing on ground connected to you.

You simultaneously bend five 10-foot-tall obelisks from points within 20 feet of the target. The obelisks strike in a precisely timed sequence, forcing the target to rebound between them through as many as twenty individual impacts.

Make one Bending attack against the target. On a hit, it takes the damage shown in the Heritage Obelisk Damage table and drops every object it is holding that it is not wearing or that is not securely fastened to its body.

Heritage Obelisk Damage

Bender Level Damage
5th 10d6
7th 11d6
13th 12d6
15th 13d6
18th 14d6

A worn or secured container remains attached, but loose contents can be scattered, spilled, or broken by the repeated impacts. The exact effect on backpacks, potion cases, ammunition containers, and similar equipment is determined by the DM.

After the final impact, you can push the target up to 15 feet horizontally in a direction of your choice.

This effect does not expend any uses of Obelisk.

Stillcage

7th-Level Earthbender Feature

You can use Stillcage a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

When a creature within 10 feet of you makes an attack, you can use your Reaction and expend one use of Stillcage immediately after the attack is resolved to bend thick slabs of stone around it.

The creature must be Large or smaller and must be standing on ground connected to you. The slabs close around the creature, granting it Total Cover and causing it to have the Restrained condition.

The cage contains enough breathable air to sustain its occupant for 1 minute. After that time, a creature that still requires air begins suffocating.

The trapped creature can use its action to make a Strength saving throw against your Bending save DC. On a success, it breaks through the cage and appears in the nearest unoccupied space.

A Large creature has Advantage on this saving throw, as the cage can only barely contain it.

A Stillcage has 87 Hit Points. If it is formed from metal through Metalbending, it instead has 174 Hit Points.

An attack roll made against the cage automatically hits. Roll all damage normally when determining the damage dealt to it.

A damaging area effect damages the cage if any part of it is within the area, even if the effect normally targets only creatures. The cage automatically fails any saving throw and takes the effect’s full damage.

The cage does not reduce damage dealt to it.

The cage uses one shared pool of Hit Points. Damage dealt to an individual wall, opening, joint, or other section is damage dealt to the entire Stillcage. Whether the creature breaks through one wall or destroys the whole structure is primarily a narrative distinction and does not alter the cage’s Hit Points.

When the cage is reduced to 0 Hit Points, it is sufficiently breached for the trapped creature to escape.

The cage otherwise lasts indefinitely. It ends when the creature escapes or when the cage is destroyed, eroded, displaced, or otherwise rendered incapable of containing the creature.

If you form the cage from metal after gaining Metalbending, a creature that would normally make the escape saving throw makes it with Disadvantage. A Large creature instead makes the saving throw normally rather than with Advantage.

Weight of My Heritage Bonus

When you apply Weight of My Heritage to Stillcage, you use an action rather than a Reaction, expend one use of Stillcage, and increase the range to 60 feet.

Choose a number of creatures you can see within range equal to your Wisdom modifier, to a minimum of one creature. Each target must be Large or smaller and must be standing on ground connected to you.

Each creature is enclosed within a two-layered Stillcage.

Each layer has its own full Hit Point pool. A stone layer has 87 Hit Points, for a total of 174 Hit Points between both layers. A metal layer has 174 Hit Points, for a total of 348 Hit Points between both layers.

Damage dealt to one layer does not carry over to the other. A layer must be reduced to 0 Hit Points before damage can be dealt through it to the layer beyond.

A creature trapped inside must breach the inner layer before it can damage or attempt to escape through the outer layer. A creature attacking from outside must breach the outer layer before it can damage the inner layer.

A trapped creature must also succeed on two separate Strength saving throws to escape, using a separate action for each attempt. The first successful saving throw breaches the inner layer, and the second breaches the outer layer.

Each layer follows the normal rules of Stillcage regarding automatic hits, damaging area effects, and escape attempts.

Rock Armor

7th-Level Earthbender Feature

You can cover your body in stone, mineral, or another material drawn from the ground beneath you.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Full Armor

As a Bonus Action, expend one use to cover your body in material from the connected terrain. The armor requires Concentration, as though concentrating on a spell, and lasts for up to 1 minute.

While the armor lasts, you gain a bonus to your Armor Class based on the hardness of the bent material.

Rock Armor

Material Examples AC Bonus
Soft stone Chalk, weak sandstone, brittle shale +1
Moderately hard stone Limestone, marble, dense sedimentary rock +2
Hard stone Granite, basalt, dense volcanic rock +3
Metal, available after gaining Metalbending Iron, steel, similarly durable metal +4

The DM determines which category applies to an unusual material.

While completely covered by this armor, your Speed is halved.

Whenever you hit a creature with an Unarmed Strike that brings the armor into direct contact with it, the attack deals an additional 1d10 Bludgeoning damage. This additional damage applies to every qualifying attack, including attacks granted by Extra Attack.

Partial Coating

When you are targeted by a physical attack that you can see, you can use your Reaction and expend one use of this feature to coat the threatened part of your body.

You gain the appropriate bonus from the Rock Armor table against the triggering attack only. You must use this Reaction before the attack roll is resolved.

For this feature, a physical attack is an attack made with a weapon, Unarmed Strike, natural weapon, projectile, or another tangible object.

The partial coating breaks immediately after the attack is resolved.

Weight of My Heritage Bonus

When you apply Weight of My Heritage to Rock Armor, you can use rare, compacted, or exotic earth-derived materials whose properties exceed those represented in the Rock Armor table.

The following examples demonstrate possible effects.

Diamond Armor. Diamond and similarly extreme materials grant a +8 bonus to your Armor Class.

Glowing Crystal Armor. A crystal of moderate hardness grants a +2 bonus to your Armor Class and sheds Bright Light in a 60-foot radius for the duration.

Coal Armor. Coal grants a +1 bonus to your Armor Class. You can ignite the armor without taking damage from its flames. While ignited, qualifying Unarmed Strikes deal an additional 1d10 Fire damage in addition to the Bludgeoning damage granted by Rock Armor.

Other materials can grant different benefits based on their hardness, temperature, conductivity, brittleness, luminosity, or other physical properties. The DM determines the AC bonus and any additional effects granted by an unlisted material.

Metalbending

13th-Level Earthbender Feature

You have reached the pinnacle of conventional Earthbending and can now create and manipulate metal through Element of Affinity, Elemental Mastery, and Supreme Bender as though metal were your Element of Affinity.

This feature is an exception to the material-creation restriction of One with Earth. Metal created through these features follows their normal limitations and disappears when the effect that created it ends.

You can also substitute metal for the material used by another Earthbender feature, provided the metal is present in terrain connected to you or is created through one of your Bender features.

Metal grants the following benefits.

When an Earthbender feature other than Rock Armor increases your Armor Class, the increase gains an additional bonus equal to your Proficiency Bonus. Rock Armor, including its Weight of My Heritage Bonus, receives no additional Armor Class from this benefit.

When a creature makes a saving throw to escape a restraint, cage, binding, or similar effect primarily formed from metal, it makes the saving throw with Disadvantage. If it would otherwise have Advantage, it instead rolls normally.

Tempered Impact

Once on each of your turns, when you hit a creature with an Earthbender feature formed primarily from metal, you can cause one damage roll of that feature to deal an additional 1d8 Bludgeoning, Piercing, or Slashing damage. Choose the damage type according to the shape of the bent metal.

This benefit can trigger only during your own turn. It cannot trigger during another creature’s turn, even if one of your metal-based effects attacks or damages that creature.

A creature can take this additional damage only once during each of your turns, regardless of how many metal-based attacks or separate projectiles strike it.

You also gain access to Walking Fortress and Metal Augments. These abilities share a pool of uses equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.

Walking Fortress

As an action, expend one use to bend a dense shell of metal around yourself and up to three willing Medium or smaller creatures within 5 feet of you.

The fortress occupies a 10-foot-square space and can be up to 10 feet tall. It weighs at least 10,000 pounds, depending on its exact dimensions and material. Moving it through ordinary physical force requires an extraordinary degree of strength and is generally impossible without Metalbending.

The fortress has 326 Hit Points.

Attack rolls made against the fortress automatically hit.

A damaging area effect damages the fortress if any part of it is within the area, even if the effect normally targets only creatures. The fortress automatically fails any saving throw and takes the effect’s full damage.

A physical attack against the fortress deals half as much damage to it. Any other attack or damaging effect deals its full damage.

For this feature, a physical attack is an attack made using a weapon, Unarmed Strike, natural weapon, projectile, or another tangible object. A physical attack remains physical even if the weapon or projectile is magical.

While the fortress has more than 163 Hit Points, it grants Total Cover to every creature inside it.

When the fortress is reduced to 163 Hit Points or fewer, the damage creates enough breaches that creatures inside it have Three-Quarters Cover instead of Total Cover. If the fortress is restored above 163 Hit Points, it grants Total Cover again.

When the fortress is reduced to 0 Hit Points, it collapses and ceases providing cover.

While you are inside the fortress, you can use your action to restore a number of its Hit Points equal to your Bender level multiplied by your Wisdom modifier, to a minimum of 1 Hit Point. The fortress cannot regain Hit Points beyond its maximum.

While you are inside, you can move the fortress through Metalbending. Its Speed equals half your walking speed, and every creature inside moves with it. The fortress cannot move unless you are inside it and able to use your Metalbending.

The fortress contains small openings that you can bend open on your turn without using an action. An open gap provides line of sight and line of effect through it, allowing a creature to observe, attack, or use another feature through the opening. A creature directly behind an open gap has Three-Quarters Cover instead of Total Cover against effects passing through it.

When an attack or other effect would pass through an open gap, you can use your Reaction to close it before the attack roll or saving throw is resolved, restoring the cover normally provided by the fortress.

While the lower entrance remains open, a creature inside the fortress can enter or leave it as part of its movement without taking an action.

A creature outside the fortress can use its action to breach the lower edge and move underneath it, entering the fortress if sufficient space is available.

As a Bonus Action, you can seal the lower entrance. While sealed, creatures inside cannot enter or leave through ordinary movement, and the fortress cannot move. A creature outside can still use its action to breach beneath the sealed lower edge.

You can use another Bonus Action to reopen the entrance and resume moving.

A sealed fortress contains enough breathable air for four Medium creatures for the feature’s full duration.

The fortress lasts for 1 hour. You can end your control of it at any time without taking an action. When your control ends, the fortress remains as an inert metal structure until it is bent, destroyed, dismantled, or gradually loses cohesion at the end of the hour.

Metal Augments

As a Bonus Action, expend one use to bend metal around one of your appendages, creating one offensive or defensive augment.

An individual appendage can support only one Metal Augment at a time.

Offensive Augment

You form a blade, mace, spike, serrated plate, or another weaponized structure around the chosen appendage.

The augment lasts for 1 minute, requires no Concentration, and can be dismissed at any time without taking an action.

Whenever you hit a creature with an attack in which the augmented appendage or augment makes direct physical contact with it, the attack deals an additional 1d6 damage.

The damage can be Bludgeoning, Piercing, or Slashing, chosen when the augment is created according to its shape.

The DM can permit another damage type when the metal possesses an unusual physical property that reasonably produces that damage.

Defensive Augment

You form overlapping plates, angled guards, reinforced joints, or a similarly defensive structure.

The augment lasts until the end of your turn a number of turns later equal to your Proficiency Bonus.

Whenever a physical attack targets you during this duration, roll 1d4 and subtract the result from the attack roll. This reduction applies only to attacks targeting you.

Mudbending

13th-Level Earthbender Feature

Your understanding of earth has surpassed solid stone. You can now command mud, soaked soil, and other unstable mixtures with a level of control few Earthbenders ever achieve.

You can use Mudbending twice, regaining all expended uses when you finish a Long Rest. Quicksand, Mudwave, and Mudwhip share these uses.

Quicksand

As an action, expend one use and choose a 15-foot square of connected ground within 60 feet of you.

The area becomes quicksand for 1 minute and is Difficult Terrain.

When the quicksand appears, each creature standing in the area must make a Dexterity saving throw against your Bending save DC.

A creature must also make this saving throw when it enters the area for the first time on a turn or starts its turn there.

On a failed save, a creature has the Restrained condition. Roll 1d4 for that creature. If it remains Restrained, it becomes completely submerged at the end of its turn that many turns later.

A creature Restrained by the quicksand can use its action to repeat the Dexterity saving throw, freeing itself and moving into the nearest unoccupied space outside the quicksand on a success.

A submerged creature has the Blinded and Restrained conditions, cannot breathe, and takes 1d10 Bludgeoning damage at the start of each of its turns. It can continue using its action to repeat the saving throw and escape.

Mudwave

As an action, expend one use to send a wave of mud through a 60-foot-long, 15-foot-wide line originating from you. The wave can reach a height of up to 10 feet.

Each creature in the line must make a Dexterity saving throw against your Bending save DC.

On a failed save, the ground beneath that creature’s space becomes quicksand and the creature suffers the effects described in the Quicksand option.

Only the spaces occupied by creatures that fail the saving throw are transformed. The remaining terrain crossed by the wave is coated in mud but is not treated as quicksand.

The transformed quicksand spaces remain for 1 minute.

A creature must make the Quicksand saving throw if it later enters one of the transformed spaces for the first time on a turn or starts its turn there.

Mudwhip

As an action, expend one use and make a Bending attack against one creature within 15 feet of you.

On a hit, the creature takes 8d6 + your Wisdom modifier Bludgeoning damage and becomes Mud-Covered until the end of your next turn.

If you hit a Mud-Covered creature with Mudwhip, it must succeed on a Constitution saving throw against your Bending save DC. On a failed save, the mud surrounding its body immediately solidifies, and the creature has the Incapacitated condition until the end of its next turn.

Weight of My Heritage Bonus

When you apply Weight of My Heritage to an Earthbender feature or an effect created through Element of Affinity, Elemental Mastery, or Supreme Bender, you can exercise complete control over raw, unprocessed material containing an earth-derived mineral component.

You can transform the bent material into glass, lava, mercury, crystal, molten metal, or another material that can reasonably be produced from earth or minerals.

You cannot transform a creature, a creature’s body, or an object being worn or carried. The material must be raw and unprocessed before you bend it.

If the transformed feature deals damage, it deals an additional 4d10 damage of a type appropriate to the chosen material.

A creature can take this additional 4d10 damage only once from each use of the feature, even if the feature damages or strikes it multiple times.

Lava typically deals Fire damage. Shattering glass typically deals Slashing damage. Mercury typically deals Poison damage.

The transformed material retains its unusual properties only for the duration of the feature that produced it. When the feature ends, or immediately after an instantaneous feature resolves, the material cools, deforms, cracks, disperses, or otherwise deteriorates into an unusable state.

The transformed material cannot be harvested, preserved, sold, or used as a lasting source of valuable material. Lava created through this feature does not remain as functional lava after the feature ends.

The DM determines the appropriate damage type, whether the transformation is physically possible, and any additional temporary effects the material has on creatures, objects, or terrain.

This benefit can change the material used by both your Earthbender features and your free-bending capabilities granted by the Bender class.

Earthtree

15th-Level Earthbender Feature

You can use this feature once, regaining its use when you finish a Long Rest.

As an action while touching connected ground, choose a point within 30 feet of you and lower your body against the terrain. You feel every grain and mineral vein beneath you before forcing an enormous tree of raw stone and immaculate metal to erupt from the chosen point.

The Earthtree is Huge and occupies a space chosen by the DM that is suitable for its shape. Its rocky trunk is covered in a reflective mineral bark, while its branches and leaves consist of sharpened metal.

When the tree emerges, a violent earthquake spreads through a 60-foot-radius circle centered on it.

Each creature in the area that is touching the ground must make a Constitution saving throw against your Bending save DC. On a failed save, a creature falls Prone and cannot stand until the end of its next turn.

The Earthtree remains until the end of your third turn after it appears.

Whenever a creature within 60 feet of the tree moves at least 5 feet, makes an attack, or takes another action that releases a detectable vibration through connected terrain, the Earthtree can release a volley of shards against it. A creature can trigger only one volley during each of its turns.

Roll 1d4. The volley contains a number of shards equal to the number rolled.

Make a separate ranged Bending attack for each shard against the triggering creature. On a hit, a shard deals 2d12 + your Wisdom modifier Piercing damage.

The tree cannot detect a creature that is flying, levitating, or otherwise not transmitting vibrations through connected terrain.

When the duration ends, the Earthtree collapses, leaving a sizeable hill of stone and metal debris. The debris is Difficult Terrain, and its exact size is determined by the DM according to the tree’s surroundings.

Weight of My Heritage Bonus

When you apply Weight of My Heritage to Earthtree, each creature makes the initial Constitution saving throw with Disadvantage.

On a failed save, thick layers of stone wrap around the creature rather than merely knocking it Prone. The creature has the Restrained condition, though the stone leaves its vital areas deliberately exposed.

A Restrained creature can use its action to make a Strength saving throw against your Bending save DC, freeing itself on a success.

Every volley released by the Earthtree contains four shards rather than 1d4 shards, and attacks made by the shards have Advantage against creatures Restrained by the tree.

Sandbox

18th-Level Earthbender Feature

You redefine the limits of Earthbending, treating the surrounding terrain as a structure waiting to be uncovered.

You can use this feature once, regaining its use when you finish a Long Rest.

As an action while touching connected ground, choose a point within 120 feet of you. You bend an extraordinarily detailed structure that can extend through a radius of up to 120 feet centered on that point and reach a maximum height of 35 feet.

The structure can be smaller than these maximum dimensions and can extend underground.

You determine its general design, including its walls, rooms, stairs, columns, passages, underground tunnels, concealed compartments, hidden entrances, defensive positions, and physically functional traps.

Every part of the structure must be formed from material present in the connected terrain or material you can bend through another Earthbender feature.

Make an Intelligence check with Advantage. The DM determines the DC according to the structure’s complexity, typically using DC 10 for a straightforward structure, DC 15 for an intricate design, or DC 20 for a structure containing numerous traps, hidden passages, and complex internal systems.

On a successful check, the structure forms according to your design.

On a failed check, the structure still appears, but the DM determines which complex details are incomplete, conspicuous, inaccessible, poorly aligned, or otherwise less effective than intended.

The structure cannot create magic, independent creatures, or mechanisms that could not physically function using the selected materials. The DM determines the Armor Class, Hit Points, and durability of individual sections based on their material and construction.

The structure remains stable for 1 hour. Its duration is determined by the continuous bending force holding it together rather than the strength of its design or materials.

When the duration ends, the structure loses its supernatural integrity and collapses under its own weight. The exact speed and consequences of the collapse depend on its design and surroundings, as determined by the DM.

Weight of My Heritage Bonus

When you apply Weight of My Heritage to Sandbox, the structure’s maximum height increases from 35 feet to 70 feet.

Eartbender Traits

Earthbenders weaponize connected terrain through projectiles, obelisks, armor, cages, mud, metal, living fortresses, and immense structures that reshape the entire battlefield.

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