Fighter
Base Class: Fighter

Earthforged fighters are warriors who have learned to channel the raw power of the earth through their bodies and weapons. Rather than simply wielding elemental magic, they forge the earth around themselves, raising stone armor, reinforcing their flesh with layers of rock, and striking with the crushing force of the mountains.

Fighting Style

Earthforged fighters combine martial skill with earth magic, remaining firmly in the front line while using elemental power to enhance their combat abilities. Their magic is physical and brutal rather than delicate—they manipulate stone through strength, willpower, and sheer force.

Level 3: Earthforged Armor

You raise rock armor around your body as an action. The armor sets your AC to 15 plus your Constitution modifier. When you finish a long rest, you can siphon the protective magic of a suit of heavy armor in your possession. Your Earthforged Armor gains any bonus to AC and other effects or abilities granted by the siphoned armor. Earthforged Armor retains these benefits until you use this feature again, but the siphoned armor becomes non-magical and does not regain its magic if you siphon a new set of armor. If the siphoned item required Attunement so does your Earthforged Armor now.

Armor counts as heavy armor for stealth and multiclassing purposes.  The armor can not be forcefully removed and last as long as you are alive. 

You also learn the Mold Earth Cantrip.

 

Level 3: Stone Walls

Stone Wall

You can summon solid stone walls from the earth as a bonus action. Each wall is 1 foot thick and can be created in one of the following configurations:

  • One 5-foot-by-10-foot wall, which provides Full Cover.
  • Two 5-foot-by-4-foot walls, each of which provides Half Cover.

A summoned wall has an AC of 10 and a number of Hit Points equal to 5 × your Fighter level.

You can summon a number of full walls equal to half your Fighter level, rounded down at one time. The walls must be summoned within 30 feet of you and appear on a solid surface you can see.

Once summoned, the walls remain until they are destroyed, you finish a Long Rest or summon a new wall. You can do this Constitution # of time per long rest. 

Level 7: Tremor Stomp

You learn the Earth Tremor spell. You can replace one attack from your Attack action with the casting of this spell per round of combat.

The spell is cast at 2nd level, and Constitution is your spellcasting ability for it.

The spell's level increases as you gain Fighter levels:

  • 10th level: 3rd-level
  • 14th level: 4th-level
  • 17th level: 5th-level

Level 7: Shared Earthforged Armor

As an action, you can redistribute the protective power of your Earthforged armor to your allies. Reduce your AC by any amount, to a minimum of 0. A number of allies within 60 feet of you equal to your Constitution modifier (minimum of 1) gain an AC bonus equal to half the amount by which your AC was reduced (rounded down).

For example, if your AC is 20 and you reduce it to 10, each affected ally gains a +5 bonus to AC.

This effect lasts for 1 minute, until you dismiss it (no action required) or you have the Unconscious condition . The reduction to your AC lasts for the duration.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Level 10: Geomancer

Your mastery of earthen magic strengthens. You learn the Earthbind, Erupting Earth, Meld into Stone, and Stone Shape spells. You can cast each of these spells a number of times as an action equal to your Constitution modifier per long rest. Constitution is your spellcasting ability for these spells. When cast using this feature, these spells are cast at 4th level, if applicable.

Level 15: Advanced Geomancer:

You learn the Bones of the Earth, Transmute Rock  and Move Earth spells. You can cast each of these spells once per long rest.

Additionally, when you take the Attack action, you can replace two of your attacks with the casting of a Geomancer spell of 4th level or lower.

 
 

 

Level 18: Improved Earthforged Armor

Your Earthforged Armor sets your AC to 18 + your Constitution modifier. You can also absorb magical armor, gaining its magical AC bonus in addition to the AC provided by your Earthforged Armor.

Your Earthforged Armor counts as heavy armor for the purposes of Stealth checks and multiclassing requirements.

Additionally, when an ally affected by your Shared Earthforged Armor is about to take damage from any source, you can use your reaction to encase them in stone. This occurs immediately before the triggering damage is dealt. The ally gains temporary hit points equal to 5 × your Fighter level and becomes Restrained while encased.

The ally can use a bonus action to end the effect, removing the stone casing and any remaining temporary hit points. The effect also ends if the temporary hit points are reduced to 0 by taking damage.

 

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