Fighter
Base Class: Fighter

Due to various circumstances, you have become endowed with elemental power originating from the elemental plane of earth. Explain the origin of your newly awakened affinity; whether it is a divine blessing, the power of a bloodline, a strange coincidence, a deal with the (proverbial) devil, or some other fifth thing. Is it something you wanted? Did you have to sacrifice something to obtain this power? Has this elemental endowment brought about changes to your appearance or personality? If the source of your endowment isn't from the Elemental Planes, simply change the relevant narrative details to suit your character.

Elemental Physique

3rd level martial archetype feature.

Your flesh and soul are molded by the primordial energies of the elemental plane of earth. Divination reveals your creature type to be both Elemental and Humanoid.

  • You are immune to petrification.
  • You are not slowed by difficult terrain caused by earth and stone.
  • Your unarmored AC bonus is determined using Constitution instead of Dexterity.
  • You have resistance to bludgeoning, piercing, and slashing from nonmagical weapons that are not adamantine.

Primordial Wisdom

3rd level martial archetype feature.

You are adept at reading the signs of the earth and you are fluent in Terran. You have advantage on any passive or active skill or ability checks made to identify abnormalities related to unworked earthen minerals.

You have tremorsense within 30 feet. This increases to 60 feet at 10th level and again to 90 feet at 18th level.

Endowment of Earth Advancement Options

You can choose one of the following options at 3rd, 7th, 10th, 15th, and 18th level.

Crystalline Armor

7th level advancement option.

As part of a long rest, you can graft earthen material around your body to create a suit of armor with a unique internal structure. The armor does not need to be uniform and can take any shape, form, texture, color, or combination of colors, so long as it doesn't impair movement. The armor does not impose armor penalties for resting and it remains until dismissed.

The armor counts as heavy armor with AC 12 + your proficiency bonus + your Constitution modifier and grants temporary hit points equal to your Constitution modifier. This pool of temporary hit points has resistance to all damage except for psychic and thunder damage. As part of the armor's creation, you can choose to expend a number of your fighter hit dice up to 2 + your proficiency bonus. For each hit die you expend, you gain additional temporary hit points equal to your Constitution modifier. The armor does not disappear if the temporary hit points are reduced to 0.

As part of the armor's creation, you can also create a shield (+2 AC) or tower shield. A tower shield counts as half cover and reduces your movement by 5 feet unless your Strength is 19 or greater. The quality of both shields improves at higher levels. At 10th level (+1), 15th level (+2), and 18th level (+3).

Earth Shattering Smash

As an action, you smash the ground with an elementally infused blow to incite earth and stone to burst out within a radius of 30 feet from you, turning the area into difficult terrain. You can choose to limit the radius, controlling it to be as small as 5 feet. The area remains difficult terrain until it is cleared or repaired.

Each creature within the area must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes 2d6 + your Constitution modifier of bludgeoning damage. On a successful save, a creature is not knocked prone and takes half as much damage. A creature that is already prone automatically fails this saving throw. Against buildings and stationary objects, this ability's damage is multiplied by your proficiency bonus.

The DC for this ability equals 8 + your Strength modifier + your proficiency bonus. This ability can be used a number of times per long rest equal to your proficiency bonus.

The damage and area increase at certain levels. At 7th level (35 ft., 4d6 damage), 10th level (40 ft., 6d6 damage), 15th level (45 ft., 8d6 damage), and 18th level (50 ft., 10d6 damage).

Earthenware Artisan

You can see, hear, and feel the subtle imperfections in stone, metal, or gems, and you intuitively know how to work your craft into perfection.

If you are proficient with smith's tools, glassblower's tools, mason's tools, jeweler's tools, sculptor's tools, or potter's tools you can add twice your proficiency bonus to any rolls related to those professions. You can use your Constitution modifier for any skill checks related to crafting or identifying materials or quality, but not for knowledge checks.

The time and gold it takes for you to craft items of these professions is reduced by half. This applies to crafting magic items, and you may be able to substitute magical ingredients with precious metals or gems, supplemented by your supernatural affinity for your trade. Through your connection to the elemental planes, the crafting process of some magic items flows into your mind. Discuss with your GM which magical enchantments are suitably "earthy". Basic items, such as +1 weapons or armor, are intuitive for you.

Within the range of your tremorsense, you can perceive the echoes of magic within earth and stone. Within this range, you are able to identify the presence of precious or magical metals and minerals, "earthy" magical creatures, or "earthy" spells and magical effects. If it applies, you intuitively know the direction and distance of such things. You are able to vaguely estimate the intensity of a magical effect, whether it is dangerous, whether it is naturally occurring or artificial, whether it is native to this plane, or how old it is.

Heavy Hitter

(Requirement: Strength of 19 or higher)

Your attacks are steady and mighty. You count as one size larger for determining the size of creatures you can shove. Whenever you hit a target with a melee attack, you can shove the target as part of that attack. When you successfully shove a target, you can choose to both push them back and knock them prone. 

Iron Fists

Your hands and arms become hard and heavy like iron. While unarmed, you gain a +2 bonus to AC against melee attacks.

Your unarmed attacks now have a base damage of 2d8 + your Strength modifier and they count as a +1 magic weapon. In addition, each time you hit a creature with an unarmed attack, its movement is reduced by 5 feet until the end of its next turn.

This magic bonus increases at 10th level (+2) and 15th level (+3).

One With Earth

You can meld with an earthen surface or mineral object large enough to fully contain your body, together with anything you wear or carry. Using your movement, you step into the earthen material at a point you can touch. Nothing of your presence remains visible or otherwise detectable by mundane or magical means. You can remain there until you choose to leave or until the area you are melded into is destroyed. If it is destroyed, you take any remaining damage from the hit that destroyed it and you are ejected from the surface, landing in the nearest unoccupied space.

While merged with the earthen material, the range of your tremorsense is multiplied by your proficiency bonus and you have a +10 bonus to your passive Wisdom (Perception). If you remain merged with the earth for the duration of a short or long rest, you gain the full benefits of that rest without needing to sleep, drink, eat, or breathe.

This ability can be used a number of times per long rest equal to your proficiency bonus.

Rock Climbing

When climbing on a surface of earthen material, you have a climbing speed equal to your walking speed. You have advantage on ability checks or saving throws made to avoid being knocked off while climbing on a surface of earthen material. You have resistance to fall damage.

Additionally, if you fall and land on a creature or structure, it takes bludgeoning damage using the same damage roll as your fall damage but is considered vulnerable to that damage.
rocks fall and you die lol

Sculptor

Your affinity with earth and stone allows you to shape it according to your will, within the range of your tremorsense. Any changes you create are considered non-magically permanent.

  • Over the course of an action, you can excavate up to 10-cubic-feet (two 5-foot-cubes) of loose earth, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage, but it can bury creatures and objects.
  • Over the course of one action, you can excavate up to 5-cubic-feet of stone, move it along the ground, and deposit it up to 5 feet away. If the excavated area consists of stacked bricks or loose stone, it may collapse upon losing the support of your influence. This movement doesn't have enough force to cause damage. If the target area is part of a building or structure, its structural integrity is affected normally.
  • If you target the body of a creature made of earth or stone, it must succeed on a Constitution saving throw or take 2d6 force damage and have one of its limbs partially or fully detached (up to you).
  • As an action, you can alter exposed surfaces of earth or stone within a 15-foot-cube to create shallow shapes, different colors, or slightly alter the texture. Doing so, you can spell out words, create images, shape patterns, etc. The quality of the depictions may require an ability check, applying the corresponding tool or skill proficiencies. If you target a creature made of earth or stone, it must succeed on a Charisma saving throw or else be affected.
  • You can freely shape earth and stone with your bare hands, as if it were clay (especially if it is clay). Shaping metals is also possible, but takes much longer. If you attempt to craft something detailed or complex, it may require an ability check applying the corresponding tool or skill proficiencies. If you attempt to shape a creature made of earth or stone, it can attempt a Constitution saving throw to resist. If it fails, you can use an action to shape up to 2-cubic-feet with your hands.
  • As an action, you alter a surface of earth or stone within 20-squared-feet (four 5-foot-squares) to become difficult terrain. Alternatively, you can smooth out difficult terrain, causing it to become normal terrain. The affected areas of difficult terrain cannot exceed a roughness of ± 2.5-feet. The surfaces can be horizontal or vertical.

Weight of a Mountain

7th level advancement option.

As your flesh and bones become closer to stone, your weight is multiplied by 5; if it applies, this is in addition to any other weight modifiers. You count as Large when determining your carrying capacity and the weight you can push, drag, or lift. You count as one size larger when determining the size of creature you can attempt to grapple.

You have advantage on saving throws or ability checks against being grappled, restrained, knocked prone, or pushed back. Other creatures have disadvantage on attack rolls or ability checks that would apply these conditions to you. Whenever you are forcefully moved in any direction, the distance you are moved is reduced by half, to a minimum of 0.

Additionally, once per day as a bonus action, you can channel the power of the elemental planes to grow one size class larger, as if you were the target of the enlarge/reduce spell, without the need for concentration. Your enlarged form lasts for 10 minutes or until you dismiss it. While enlarged in this way, your attacks inflict an extra 1d8 damage instead of 1d4 damage.

Stone Flesh

7th level martial archetype feature. Choose one option from the Endowment of Earth Advancement Options.

Your flesh grows ever closer to that of a true earth elemental. You gain resistance to poison damage and you have immunity against being paralyzed or poisoned.

Steadfast

10th level martial archetype feature. Choose one option from the Endowment of Earth Advancement Options.

You gain resistance to all damage received from sources that require Dexterity or Constitution saving throws. This does not apply to thunder damage.

The range of your tremorsense is increased by 30 feet (60 feet).

Inhuman Potential

15th level martial archetype feature. Choose one option from the Endowment of Earth Advancement Options.

The maximum of your Strength score is increased to 22. The maximum of your Constitution score is increased to 24. This does not increase your current ability scores.

Elemental Progression

18th level martial archetype feature. Choose one option from the Endowment of Earth Advancement Options.

Your skin and flesh have turned completely to stone, your bones turned to iron, and your eyes turned to gemstones. Divination reveals your creature type to be only Elemental. You have resistance to bludgeoning, piercing, and slashing damage from magical and nonmagical attacks, but not from attacks by adamantine weapons. Your hit point maximum increases by 2 per level.

The range of your tremorsense is increased by 30 feet (90 feet).

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2022 3:01:08 AM
4
2
--
Coming Soon
2/4/2022 3:03:58 PM
4
1
--
Coming Soon
2/5/2022 12:32:09 AM
4
1
--
Coming Soon
3/7/2022 2:28:10 AM
7
2
--
Coming Soon
3/26/2022 2:09:14 AM
19
3
--
Coming Soon
4/16/2022 6:48:29 AM
26
7
--
Coming Soon
2/11/2024 6:53:18 PM
197
41
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes