Base Class: Monk
Monks of the Earthsoul are ascetics who understand the power of the geologic and tectonic forces that shape the world around them. These monks show their reverence through a dedication to exploration and craftsmanship, seeking out precious minerals and using them to sculpt and build. Their members often take up work as artisan glassblowers, potters, and masons, ensuring that their communities show respect for the earth as much as they do.
Each member of this monastic tradition carries with them a pouch of fine sand, maintaining their connection with the earth at all times. As a member of this monastic tradition, your abilities are influenced by very ground beneath you, or perhaps by the many jewels and rocks you keep on your person.
Artisan of Sand
Starting when you choose this tradition at 3rd level, you gain proficiency with your choice of Glassblower's Tools, Mason's Tools, or Potter's Tools.
Glassblower's Tools
You gain proficiency with Glassblower's Tools.
Mason's Tools
You gain proficiency with Mason's Tools.
Potter's Tools
You gain proficiency with Potter's Tools.
Whirling Dervish
At 3rd level, you extend your will into the minerals of the earth. As an action, you can cause the sand you carry with you to form into a whirling tornado that surrounds you for 1 minute. While this feature is active, you gain the following benefits:
- Your Armor Class increases by a number equal to half your Proficiency Bonus (rounded down).
- Your walking speed increases by 10 feet.
- When a creature moves within 10 feet of you for the first time on a turn or starts its turn there, you may choose to have it make a Constitution saving throw against your ki save DC. On a failed save, that creature takes slashing damage equal to two rolls of your Martial Arts die on a failed save, or half as much on a successful save.
Once you have used this feature, it can't be used again until you finish a long rest, unless you spend 2 ki points to use it again.
Sand Whip
Beginning at 6th level, you learn how to control your sand as if it were an extension of your own body. As an action, you can use the sand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The sand can reach a distance up to 30 feet away from you. It cannot carry more than 10 pounds.
Your sand also counts as a monk weapon with the reach property that on hit deals slashing damage equal to one roll of your Martial Arts die. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Slip Through Sand
At 11th level, you can become one with the earth and use it to move quickly to close in on your foes from a distance.
As a bonus action, you and everything you are wearing or carrying transform into a cloud of whirling sand. You immediately move up to 30 feet, after which you return to your normal form. This movement does not provoke opportunity attacks. While in this form, you can move through the space of another creature and can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.
When using this ability, the first time you pass through a creature's space on each of your turns, that creature must make a Constitution saving throw against your ki save DC. On a failed save, a creature takes slashing damage equal to two rolls on your Martial Arts die and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Living Sandstorm
At 17th level, the sand that surrounds you has become hardened through repeated use and further obscures you during combat. While your Whirling Dervish feature is active, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- You don't provoke opportunity attacks when you move out of an enemy's reach.
Additionally, as an action, you can spend 5 ki points to summon a magical sandstorm that swirls around you to a distance of 15 feet for 1 minute. When you use this ability, you can designate any number of creatures you can see to be unaffected by it. The area within the sandstorm is lightly obscured and a creature gains vulnerability to slashing damage while in its area. If a creature has resistance or immunity to slashing damage, this resistance or immunity is suppressed, rather than gaining vulnerability. When a creature enters the sandstorm's area for the first time on its turn or starts its turn within the area, it must make a Constitution saving throw against your ki save DC. On a failed save, the creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.







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