Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Earthshaper channel the raw pulse of the land itself. Born of shifting stone and echoing tremors, they wield terrain as both weapon and shield, reshaping the battlefield with instinctive might. Whether guided by ancestral rites or primal survival, Earthshapers are living fault lines—unyielding, unpredictable, and deeply attuned to the world beneath their feet

Obelisk Domain

Starting at 3rd level, when raging, once per turn when you hit a creature with an attack you can cause a Blackstone Pillar to rise from the ground, it occupies a 5 foot cube in an area you choose with 10 feet of you, or the creature you attacked. The pillars have an AC of 14, and 20 hit points. They last for one minute and have the following properties:

Concussive Blast. As a bonus action, you can destroy the pillars causing each creature within 10 feet of a pillar to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + number of pillars) or take 2d4 X the number of pillars force damage or half as much on a successful save.

Sapping Restoration. As a bonus action you can assume a kneeling stance and sap life from the pillars and regain hit points equal to 1d8 X the number of pillars. For the duration, you cannot take reactions, your speed is reduced to 0 and you are considered prone. If you are hit by an attack, you gain resistance to the damage. These effects last until the start of your next turn where all active pillars are destroyed.

Blackstone Pillars

You gain access to the cantrip 'Blackstone Pillar'. Your spellcasting ability for this cantrip is Wisdom.

Blackstone Pillar  (Conjuration cantrip)

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 minute 

You summon a Blackstone Pillar within 60 feet of you in an unoccupied space you can see. The pillars have an AC of 14, and 20 hit points and take up a 5 foot cube and you may only have 1 pillar active this way at any time.

At Higher Levels. The number of Pillars active at once increases by 1 when you reach 5th level (2 pillars), 11th level (3 pillars) and 17th level (4 pillars).

Unyielding Bastion

Starting at 6th level when you hit a creature and summon an obelisk while raging, that creature is marked. Until the start of your next turn, if that creature targets an ally other than you with an attack, spell or other harmful ability, you can summon a Blackstone Pillar.

If an ally you can see is hit with an attack you can use your reaction to reposition an existing pillar within 20 feet of you to block the attack. If you do this, the allied creature gains AC equal to your Constitution modifier, potentially blocking the attack.If this causes the attack to miss, the pillar is destroyed.

Earthen Passage

Your connection with your pillars strengthens. At 10th level if you are within 5 feet of a pillar you can use your action to teleport you and 4 other creatures of your choice to another pillar you can see within 60 feet of you.

You can use this feature a number of times equal to your proficiency bonus. 

Eternal Bulwark

At 14th level, your connection to the obelisk reaches its zenith. The number of obelisks you can summon per turn is increased to two, each must be with separate attacks. 

Once per long rest, when you are reduced to 0 hit points while raging, all remaining Blackstone Pillars detonate. Each creature within 10 feet of a pillar must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d6 force damage per pillar. You then regain hit points equal to half the total damage dealt by the detonations. You do not fall unconscious, and may immediately stand up.

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