Base Class: Monk
Earth bending is the unique ability to be able to manipulate all earth around you; it is an ability you are born with. Monks of this discipline have unlocked their true ancestry, becoming one with the earth over time.
Earth-Bending
When you first choose this subclass at 3rd level, because of your earthbending bloodline, you gain the ability to produce move the earth around you as if it was an extension of your body. You learn earthbending spells. You can cast these spells without using up a spell slot, and without needing verbal or material components.
- Your Spell Save DC for your earthbending spells is equal to 8 + your proficiency bonus + your Wisdom modifier. Your spell attack bonus for your earthbending spells is equal to your proficiency bonus + your wisdom modifier.
- Earthbending spells don't count against the number of spells you can have prepared, and are always considered prepared.
You learn the mold earth cantrip and the move earth spell, which counts as an earthbending spell for you, and you can cast it with a casting time of 1 action. You gain the ability to cast additional earthbending spells at 3rd, 4th, 5th, 7th, and 9th level, as shown in the table below.
| MONK Level | EARTHBENDING Spells |
|---|---|
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3rd |
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4th |
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5th |
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7th |
Stone Shape, Stoneskin (Forms armor of earth instead of turning skin to stone) |
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9th |
When you cast catapult in this way, instead of choosing an object, you can choose to instead target a section of ground (must be dirt, stone, or some other form of earth).
Earthen Affinity
At 6th level, you gain a further affinity with earth and its variants. Moving through difficult terrain costs you no extra movement, and you have advantage on saving throws against effects that would cause you to fall prone or become restrained. Whenever you roll a 1 on a damage die when dealing bludgeoning damage, you can reroll the damage die. You must use the new roll.
Additionally, whenever you hit a target with a melee weapon attack, you do extra force damage equal to your previous martial arts die + 3. (For example, at level 6, you would do an extra 1d4 + 3 force damage; at level 11, you would do an extra 1d6 + 3 force damage).
Improved Earthen Affinity: Metalbending
Starting at 11th level, your connection to the earth is so deep that you can feel as if you were the earth itself.You gain 60 feet of tremorsense and gain a +2 bonus to AC to attacks from enemies that you can see (or feel) with your tremorsense. You have advantage on saving throws from spells and other magical effects that affected the ground around you (such as erupting earth, earth tremor).
Whenever you cast Mold Earth, the range is increased to 15 feet and you can manipulate earth in up to two listed ways at once.
Your superior earthbending training also grants you the ability to metalbend, or bend metal just as you would earth. Whenever an earthbending spell states that it affects earth, rock, soil, loose dirt, or similar, you can apply the same spell at an equivalent amount of metal, steel, iron, bronze, or similar (but not platinum/gold/jewels).
Might of Mountains
Beginning at 17th level, you are one with the earth itself, and can shape all land around you. As a bonus action, you can activate your deepened state, which lasts for one minute. While in your deepened state, all of your earthbending spells have a new range of 500 feet, and if they deal damage, deal an extra 4d8 force damage. You can enter your deepened state a number of times equal to your half proficiency bonus. Taking a long rest replenishes your uses of this feature.
Previous Versions
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5/12/2024 8:08:16 PM
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