Base Class: Monk
A dwarf swings her warhammer down on her opponent’s shoulder with a sickening crack. The opponent’s body sinks into the ground beneath them, holding them firm in place.
The human leaps from a high cliff down into the battleground. As he lands, a massive shockwave is sent out, knocking everyone nearby on their backs. He then lifts up a rock to take advantage of this fine opportunity with a grin.
An elf draws his arms close to himself, as many rocks also come near. The earth around him becomes a set of earthen armor, leaving only a thin line in front of his eyes.
Earth Benders have the innate ability to manipulate rocks and stone to their will. They often wait for just the right opportunity to attack, thusly turning the tables in their advantage.
Stone Fury
Starting when you choose this tradition at 3rd level, you can manipulate the very earth around you. As long as you are not restrained, and you are touching the ground, you can create one of the following effects as an action.
• You lift a flat 5 foot by 5 foot square of earth 2 feet thick out of the ground and throw it. This attack deals 1d6 non-magical bludgeoning damage (scaling with martial arts) and the target must pass a Strength saving throw (DC 8 + Prof + wis) or be knocked prone, being pushed back 10 feet on a success. This attack uses your Wisdom modifier for attack and damage rolls, you are proficient in it and it is a ranged attack with a range of 20 feet and a long range of 60 feet, and becomes magical when your unarmed strikes do. This attack is not effected by the Archery fighting style, but is effected by feats such as Crusher or Sharpshooter.
• You learn the Mold Earth cantrip, for you it has a range of 60 feet, and you can cast it as a bonus action.
• In addition you learn to both strike out, and shield yourself with the very earth beneath you. You learn the Catapult and Shield spells. To cast any spells from this subclass you must spend Ki points equal to spell level -1. Constitution is your spell casting ability modifier for these spells.
• Spells learned from this, and following class features do not require verbal, somatic, or material components. Instead the caster must use earth or stone, and use somatic components specific to this class.
One With Terra
You gain advantage on all Constitution saving throws as long as you are touching the ground or an earthen material.
You gain the ability to cast the following spells: Earthbind, Maximilian's Earthen Grasp, Erupting Earth, and Stone Shape.
In addition, you gain the ability to speak to living earth. You can now understand the Primordial language in particular the Terran dialect.
Earthen Soul
• You can cast Stoneskin once per long rest without any verbal or material components as you summon earthen armor around you.
• You learn the Move Earth, Wall of Stone, and Bones of the Earth spells.
• You can move, change the shape of, or otherwise manipulate earth at DM's discretion in any non-attacking way.
• Your natural sensitivity with the earth has increased dramatically since you began your journey. You now possess tremor sense in a 20ft radius around you.
True Mastery
At 17th level, you gain the ability to choose a final technique to learn, each so powerful that no one earth bender can normally possess all of them.
Lava Bending
As an action In either a straight line up to 30 feet long coming from you, or a circle with a 10 foot radius with the center up to 20 feet away, you turn the ground into lava. Creatures in this area make a Dexterity saving throw (DC 8 + Prof + Wisdom) or fall in, taking 7d8 fire damage on a failed save, or being pushed to the nearest available space on a passed save. This will actively destroy buildings and objects.
A creature who falls in may spend all of their movement, regardless of how far they have to travel, to escape the lava pool, taking 3d8 fire as they do. You may use Rock Solid Strikes using the lava created, in which case they do fire damage instead of bludgeoning, and no longer knock opponents back as they create lava pools on impact, dealing twice your martial arts die in fire damage on a failed dex save in addition to the impact damage.
You may do this a number of times equal to twice your Wisdom modifier per Long rest
Metal Bending
This form of extra powerful earth bending possesses the ability to bend metal as well as earth. This extremely difficult talent allows you to now use all of your earthbending skills on metal substances.
Truth Seer
You focus on the more passive part of earthbending, observation. Your tremorsense increases to 90 feet and any creature touching the ground within your tremorsense range cannot hide their true form from you via illusions due to you seeing the difference, however shapeshifters still overcome this as they are physically their disguise
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