Barbarian
Base Class: Barbarian

Drawing their power from the earth around them, those that follow this path have a wrath as towering and unyielding as the mountains themselves. Using the very ground beneath their feet, they can raze entire armies to the ground or shield their allies with the surety of stone.

Stone Breaker

Beginning when you choose this path at 3rd level, even the hardest of stone can bend to your unyielding will. As an action, you can touch a melee weapon you are proficient with to the ground, encasing it in stone. While in this state, it recieves the following benefits:

  • Your weapon deals double damage to objects and structures.
  • You cannot be disarmed by nonmagical means.
  • Once per turn while raging, you can force a creature struck by your weapon to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed back 10 feet.

Alternatively, you can touch your hands to the ground, forming stone gauntlets. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning or piercing damage (your choice). Your gauntlets gain the same benefits as an encased weapon. You can only have 1 encased weapon at a time, and you can maintain it for up to 1 hour before the stone crumbles away.

Cliff Face

Also at 3rd level, your rage is vast and towering, looming over those that would face you. When you enter your rage, your form takes on a rocky appearance, granting you resistance to all damage except psychic, but vulnerability to thunder damage. While raging, you are immune to the Poisoned and Petrified conditions.

In addition, you are unnafected by nonmagical difficult terrain caused by rocky environments.

Ground Assault

At 6th level, your power over the earth can shift the tides of battle, attacking your foes with the very ground they stand on. As an action you can stomp the ground, producing one of the following effects within 30 feet of you:

  • You can make a melee weapon attack against a creature outside of your melee range, a stone duplicate of your weapon rising from the ground to strike at them. This attack maintains any properties and benefits your weapon usually has.
  • A 10-by-10-foot area becomes slick with mud, causing creatures that start their turn or enter the area for the first time to make a Dexterity saving throw or be knocked Prone. You are unaffected by the mud, and it is considered difficult terrain.
  • You conjure a rising stone pillar, 5-by-5-foot wide and up to 20 feet high. It has an AC of 15 and 40 hit points. A hostile creature that occupies the space it appears must make a Constitution saving throw or take 2d8 magical bludgeoning damage and be moved with it. If the creature succeeds, they take half damage and the pillar stops moving. If the creature is pinned between the pillar and a ceiling or wall, it becomes Restrained, and must make a DC 15 Athletics or Acrobatics check on their turn to free themselves. The pillar can appear horizontal, rather than vertical, and you can retract it over the course of 1 minute without expending a use of this ability.
  • You conjure a wall of stone, 6 inches thick and composed of 5 10-by-10-foot panels. Each panel must be contiguous with at least one other panel, with each panel having an AC of 15 and 40 hit points. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can appear horizontal, rather than vertical, and you can retract it over the course of 1 minute without expending a use of this ability.

You can use this ability an amount of times equal to your proficiency bonus per long rest.

Shock and Ore

At 10th level, you can rip the ore from beneath your feet to grasp and crush your foes. While raging, you can lift and shape boulders of metal from the ground to produce the following effects:

  • As an action the boulder launches itself forward, forcing a creature within 30 feet of you to make a Dexterity saving throw or take 4d6 force damage and be knocked Prone.
  • As an action the boulder becomes a gauntleted hand, forcing a creature within 30 feet of you to make a Dexterity saving throw or become Restrained. The creature must make a DC 15 Athletics or Acrobatics check as their action to escape.
  • As a bonus action, the boulder shapes into a tower shield, circling before you or a creature on the ground within 30 feet of you, lasting until they move from their space or until your rage ends. While the creature does not move, they can use their reaction to add +2 to their AC against an attack roll, potentially turning a hit into a miss.

You can use this ability an amount of times equal to your proficiency bonus per long rest.

Rockslide

At 14th level, you can bring forth the destructive power of tumbling rock, bombarding your foes with your fury. As an action you can slam both hands into the ground, creating a 30 foot cone of churned earth and flying stone in front of you. All creatures within the cone (including up to 20 feet above or below the ground) must make a Constitution saving throw or take 3d12 magical bludgeoning force and 3d12 force damage, taking half as much on a success. The ground becomes difficult terrain.

Once you use this ability, you cannot do so again until you complete a long rest.

In addition, your connection to the earth beneath you has deepened, granting you Tremorsense out to 10 feet.

Path Of The Mountain Image

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