Fighter
Base Class: Fighter

Stone Breathing represents unwavering strength, rooted stillness, and explosive bursts of destructive might. Its practitioners become immovable in the face of fear, striking with the power of a mountain’s wrath.

Earthbound Form

Your stance is solid and unshakable.

  • While you are not wearing heavy armor and haven’t moved more than 10 feet on your turn, you gain a +2 bonus to AC until the start of your next turn.

  • Additionally, you have advantage on saving throws to avoid being pushed, knocked prone, or moved against your will.

Weight of the Mountain

Your attacks carry massive weight and focus.

  • Once per turn, when you hit with a melee weapon attack, you can deal an additional 1d6 bludgeoning damage.

  • If the target is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + proficiency + Strength modifier) or be knocked prone.

Unshaken Will

You are a pillar against fear and pain.

  • You gain resistance to psychic damage and advantage on saving throws against the frightened and stunned conditions.

  • If you begin your turn frightened or stunned, you can choose to end that condition immediately (once per short or long rest).

Crumbling Earth Step

You shake the battlefield with each movement.

  • When you move at least 10 feet in a straight line and hit a creature with a melee weapon attack, the target and all creatures within 5 feet of it must succeed on a Dexterity saving throw (DC = 8 + proficiency + Strength modifier) or fall prone.

  • You can use this feature a number of times equal to your Strength modifier per long rest.

Stoneheart Body

You are harder than steel—both in body and spirit.

  • You gain temporary hit points equal to your Fighter level at the start of each combat.

  • While you have these temporary hit points, your melee weapon attacks deal +2 extra damage.

Final Form: Avalanche of the Enlightened

You unleash the full force of your spirit, crashing through the enemy like a landslide.

  • As an action, you strike the ground or stomp with full force. All creatures of your choice within 15 feet must make a Strength saving throw (DC = 8 + proficiency + Strength modifier).

  • On a failed save, they take 6d10 bludgeoning damage, are knocked prone, and cannot stand up until the end of their next turn. On a success, they take half damage and are not knocked prone.

  • You may then move up to your speed and make one melee weapon attack with advantage.

You can use this feature once per long rest.

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