Base Class: Barbarian
Beneath the ground ebbs an eternal roil of fire and stone. As the land shapes, unshapes, and reshapes again beneath our feet, ignorant of our motives as we are in return to its motions, it sets of a chain of events that can lead to devastating earthquakes, volcanic eruptions, and even the formation of new mountains. Few dare to face the reality of such an unstoppable force, but those who walk the Path of the Earthbreaker not only to accept the land's destructive power, but embrace it to their own end, unleashing a roaring fire from their own hearts that allows them to call upon the fury of the earth and shatter the land.
Most barbarians who walk the Path of the Earthbreaker are usually dwarves who live deep within the earth, either in the heart of volcanoes or close to rivers of magma, though it also appeals to humans and orcs who live in similar circumstances. Some may have religious leanings to gods of fire and earth, though most Earthbreakers are drawn to the path due to the indifferent, yet primal nature of the land rather than a spiritual connection.
Earthen Tongue
Starting at 3rd level when you choose this path, you learn the Ignan and Terran languages.
Rend Earth
Starting at 3rd level when you choose this path, you may slam your weapon with great force, shattering the ground beneath it. On one of your melee attacks each turn while raging, you may force the creature you’re attacking to make a constitution saving throw, DC equal to 8 + your proficiency modifier + your strength modifier. One a failed save, the creature is knocked prone. Either way, if your weapon is able to hit a 5-foot square of ground beneath the creature as part of the same attack, that area becomes difficult terrain.
You cannot create difficult terrain this way without attacking a creature; the Earthbreaker's drive and strength to do so comes through directed rage, and as such superficially attacking ground for no reason other than to create difficult terrain will simply lead to an impotent frustration.
You cannot use this feature with a weapon that has the light or finesse property.
Rolling Stone
Starting at 6th level, you become unstoppable as a rolling boulder. While raging, you gain advantage on saving throws that cause you to become paralyzed, petrified, prone, restrained, or stunned. In addition, you ignore difficult terrain.
Pyroclasm
Starting at 10th level, you can shatter the ground beneath you and release explosive magma from the depths of the earth. As an action while raging, you may smash your weapon into the ground and release plumes of fire in an area. The area can either be a 15-foot cone or a 30-foot long, 5-foot wide line, both starting from your location, and the fire plumes go up to 20 feet in both instances. Creatures in that area must make a Dexterity saving throw equal to 8 + your proficiency modifier + your strength modifier. Those creatures take 8d6 fire damage on a failed save, or half as much of a successful one. After the attack, the affected area becomes difficult terrain.
The fire damage dealt increases to 9d6 at 14th level and 10d6 at 18th level.
After using this ability, you cannot use it again until you finish a long rest.
Earthen Wrath
Starting at 14th level, the power of the earth rises to aid you. This acts as a conjure elemental spell at 5th level, except you are limited to summoning either a fire elemental or earth elemental, you do not need to perform any components for it, you do not need to summon it from a 10-footcube of fire or earth (it simply rises from the ground where you specify in range), and you do not have to concentrate to maintain command over the elemental. You may dismiss your summoned elemental as a free action.
While raging, you may use an action to cast the spell instead of the normal 1-minute cast time, but if you summon an elemental this way, it only lasts a number of rounds equal to your constitution modifier.
After using this ability, you cannot use it again until you finish a long rest.
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