Base Class: Monk
Warriors of the Living Earth learn to channel ki through stone, soil, and metal. To them, the ground is not inert matter but a connected surface of force and memory. By reading its pressure and directing its flow, they strike through earth at a distance, raise barriers from bare ground, and reshape terrain as part of their martial arts.
These monks fight through connection rather than reach. Every step transmits force through the ground, every strike travels through stone, and every motion can alter the battlefield itself. As their mastery grows, their control extends beyond earth and stone into worked metal and molten terrain, until even lava bends to their will.
Level 3: Earthshaper Arts
You learn the Mold Earth spell. Wisdom is your spellcasting ability for it.
In addition, as an action, you can use shaped earth, mud, sand, or stone to mend wounds. Choose a creature within 5 feet of you that is touching earth, sand, or stone. The creature regains hit points equal to 2d4 + your Wisdom modifier. You can use this healing a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a Long Rest. At Monk Level 11, you can cast Mold Earth spell without Somatic components, and you can use this healing as a Bonus Action.
Earthen Conduit
While you are touching earth, sand, clay, or stone, your Unarmed Strikes and Earthshaper Arts can originate from a point on the ground you can see within 30 feet of you. The point must be connected to the same surface you are touching. When you make an Unarmed Strike this way, it counts as an Unarmed Strike for your Monk features, it deals Bludgeoning damage and appears as erupting stone, flying debris, or rising earth.
The range increases to 60 feet at Monk level 11 and 120 feet at Monk level 17.
Earthshaper Arts
You learn the following techniques.
Gaia's Strike: Once on each of your turns when you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to force it to make a Strength saving throw against your Focus save DC. On a failed save, choose one effect:
- The target is pushed up to 10 feet horizontally.
- The target is knocked Prone.
- The ground in a 10-foot-radius centered on the target becomes Difficult Terrain until the start of your next turn.
You choose which creatures are unaffected by this Difficult Terrain.
Earth Obelisk: As a Bonus Action, you can raise a wall of earth or stone at a point within your Earthen Conduit range. The wall is 10 feet long, 5 feet high, and 1 foot thick. It provides Half Cover and lasts for 1 minute. You can have only one wall from this feature at a time.
At Monk level 11, you can have up to two walls at once, and at Monk level 17, up to three.
You can create a number of walls equal to your Wisdom modifier (minimum one), regaining all expended uses when you finish a Short or Long Rest.
Earthen Bulwark: When a creature you can see within your Earthen Conduit range is hit by an attack, you can use your Reaction and spend 1 Focus Point to aid that creature. Choose one of the following effects:
Stone Wall. The target gains Half Cover or Three-Quarters Cover against the triggering attack.
Shifting Earth. The target moves up to 15 feet along the ground to an unoccupied space without provoking Opportunity Attacks. This movement occurs before the attack's damage is resolved.
Level 6: Flowing Earth
Earth Glide: You gain a burrow speed equal to half your Speed through unworked earth, sand, and stone. If you end your movement inside solid material, you are immediately moved to the nearest unoccupied space. You leave no tunnel unless you choose to.
Tremorsense: While touching earth or stone, you have Tremorsense with a range of 15 feet. This Tremorsense doesn't detect flying, hovering, or incorporeal creatures. The range increases to 30 feet at Monk level 11 and 60 feet at Monk level 17.
Pillar Launch: When a creature you can see moves along the ground within your Earthen Conduit range, you can use your Reaction and spend 1 Focus Point to erupt a pillar of earth beneath it. The creature must make a Dexterity saving throw against your Focus save DC. On a failed save, the creature takes Bludgeoning damage equal to one roll of your Martial Arts die plus your Wisdom modifier and is launched up to 15 feet into the air. On a successful save, the creature is unaffected.
Level 11: Refined Earth
Your Earthen Conduit and Earthshaper Arts now function through worked stone, crystal, and nonmagical metal. You can manipulate unattended nonmagical metal objects of Large size or smaller as though they were earth for your Earthshaper features.
In addition, creatures of your choice ignore Difficult Terrain created by your Earthshaper features. When a hostile creature enters that Difficult Terrain for the first time on a turn, its Speed is reduced by 10 feet until the end of that turn.
Shattering Wave: When you take the Attack action, you can spend 2 Focus Points to unleash a wave of fractured earth. Choose a 30-foot-long, 5-foot-wide line or a 15-foot cone. Creatures in the area must make a Dexterity saving throw against your Focus save DC. On a failed save, a creature takes damage equal to three rolls of your Martial Arts die plus your Wisdom modifier and falls Prone. On a successful save, it takes half as much damage and doesn't fall Prone. The affected area becomes Difficult Terrain until the end of your next turn.
Stone Prison: When you hit a Large or smaller creature with an Unarmed Strike, you can spend 3 Focus Points to bind it in earth, stone, sand, or metal. The target must succeed on a Strength saving throw against your Focus save DC or become Restrained for up to 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on a success.
Worldbreaker
As a Bonus Action, you can spend 5 Focus Points to enter a Worldbreaker state for 1 minute.
While in this state:
- You have resistance to bludgeoning, piercing, slashing, and fire damage. While touching natural earth, you also have resistance to lightning damage.
- You can't be pushed, knocked Prone, or forcibly moved.
- Your Earthshaper features function through magma and lava.
When you create Difficult Terrain, you can make it molten until the start of your next turn. A creature that enters the terrain for the first time on a turn or starts its turn there takes fire damage equal to two rolls of your Martial Arts die. Once on each of your turns when you hit a creature with an Unarmed Strike, you can cause a seismic eruption at the point of impact. Each creature of your choice within 10 feet of that point must make a Dexterity saving throw against your Focus save DC. On a failed save, a creature takes damage equal to four rolls of your Martial Arts die and falls Prone. On a successful save, it takes half as much damage and doesn't fall Prone.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 5 Focus Points to use it again.
Comments