Barbarian
Base Class: Barbarian

Your rage comes from the primordial power of the soil and minerals: whether it is stones, crystals, sand or even simple earth, your power is tied to the land itself. Perhaps you have a Dao ancestor that has infused your very existence with the power of the Elemental Plane of Earth, or an encounter with an ancient elemental or wyrm has changed you forever, or maybe you come from a family of nomadic desert dwellers and druids. 

Whatever the case may be, those that walk the Path of the Earthshaker are bastions of resilience, unmovable objects and individuals who do not give an inch even in the face of the most unstoppable force. Ground and foes alike tremble as you walk past them.

Soil's Heritage

Beginning when you choose this path at 3rd level, the power of the land manifests in you. You learn the Mold Earth cantrip if you don’t know it already, Constitution is your spellcasting ability modifier for this spell.

Additionally, you gain resistance to lightning damage, and you can move normally across difficult terrain if that difficult terrain is made of earth, stone, sand, or similar materials.

Tectonic Rage

Also at 3rd level, whenever you enter your rage, you gain temporary hit points equal to your Barbarian level + your Constitution modifier, as part of your skin temporarily turns to stone or sand. Additionally, for the duration of your rage, as long as you aren’t wearing armor, you gain a bonus to your AC equal to your rage damage bonus.

Seismic Impalement

Starting at 6th level, you may call upon the land for assistance. Whenever you attack, you may instead choose a creature you can see within 30 feet of you. They must succeed on a Dexterity saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or take piercing damage equal to your barbarian level + your Constitution modifier and become restrained, as a jagged spike protrudes out of the ground and impales the creature. On a successful save, the creature takes half as much damage and suffers no further effects.

The spike lasts for 1 minute, regardless if the creature failed or succeeded on the saving throw. If the creature becomes restrained this way, it may attempt to escape as an action on its turn, repeating the saving throw. If it escapes, it takes additional piercing damage equal to half your barbarian level.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Controlled Earthquake

At 10th level, you can shake the land with your mere presence. As a bonus action on your turn, or the same bonus action used to enter your rage, you can cause a quake to originate from you. The ground in either a 10 foot cone originating from you or a 20 feet long 5 feet wide line originating from you becomes difficult terrain until the beginning of your next turn (your choice each time you activate this feature). Creatures within the area as you activate this feature must succeed on a Strength saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or fall prone.

Tremor's Wrath

By the time you’ve reached 14th level, as an action, you can enter a state of pure might in your connection to the land. When you first activate this feature, creatures within 10 feet of you must succeed on a Constitution saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or take piercing damage equal to twice your barbarian level, taking half as much on a successful save. For the following minute, you gain the following benefits:

  • All terrain within 10 feet of you counts as difficult terrain for creatures other than you.
  • As you move, you leave behind a trail of shattered soil that lasts until the beginning of your next turn. Creatures take 1d8 piercing damage for each foot they move through it.
  • At the beginning of your turn, you gain temporary hit points equal to half your barbarian level.
  • Once per turn when you touch another creature, if you moved at least 25 feet on a straight line and have not stopped moving since you started, they must succeed on a Constitution saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or become stunned until the end of your next turn.

You can use this feature twice, regaining the ability to use it again when you finish a long rest.

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