Fighter
Base Class: Fighter

This particular style of martial combat has given these fighters the ability to access the strength and power of the earth beneath their feet. Swinging their weapons with the force of an avalanche and standing tall with the strength of a mighty mountain that has stood for thousands of years. In the area they would call home (be it high on a mountain, deep in a forest, or even beneath the ocean) those who weave ley lines, call upon avalanches, strike the ground hard enough to level all before you. Be it through one means or another, you have a powerful connections to the land itself. 

Stonefoot Stance

Starting when you choose this tradition at 3rd level, you learn to focus your weight and shift your stance to harness the resilience of the earth. You may use a bonus action to enter or exit the stance on your turn.

When you are in Stonefoot Stance gain the following affects:

  • You can add your strength or constitution modifier to your AC
  • You gain advantage on all Strength and Constitution saving throws and checks as long as you're in the stance.
  • You gain a tremor sense up to 60ft (If you already have tremorsense this increases it by 30ft)
  • You ignore difficult terrain made of earth or stone.
  • Your movement speed is reduced by 10ft.

Mountain Hammer

As an action on your turn, you can make a single powerful strike against a creature. Instead of rolling to attack as normal, you force the target of your attack to make a dexterity or strength (Whichever you use for the attack DC) saving throw against a save DC of 10+ your strength or dexterity modifier+your proficiency bonus and be hit by your strike on a failed save taking 2d10 force damage on top of your weapon's normal damage damage.

This damage increases to 4d10 at 10th level and 8d10 at 15th level and 12d10 at 18th level.

You can do this once 

Boulder Toss

At 10th level you are able to launch large stones from the earth using your action. Any creatures who are hit by the boulder has to make a strength or dexterity saving throw of 10+your proficiency bonus + your strength or dexterity modifier to dodge the rock or take 4d10+Strength or Dexterity bludgeoning damage. The kind of saving throw is the same as the modifier used in the attack roll.

Earthstrike Fissure

When you reach 15th level, you are able to strike the earth sending out fissures along the ground and toppling your enemies. Whenever you take the attack action, you can instead strike the ground forcing all creatures within 30 feet of you to make a DC 10+your proficiency bonus + your strength or dexterity modifier dexterity save, on a failed save takes Targets takes 2d10 bludgeoning damage (half on a sucess) and is knocked prone.

Rise of the Great Stone Dragon

Having achieved complete mastery of the Stone Dragon discipline allows you to create an avatar of the great creature itself. You can use a action to create a gigantic draconic creature made of solid rock in a space within 10ft of you. The dragon remains for 1 hour, until it is destroyed, or you leave stonefoot stance. If the creature is destroyed, it takes one minute to reconstitute itself before you may summon it again. You can only summon this creature once per long rest.

You may command this creature to move and attack immediately, using your bonus action to command it.  It can be commanded out to a range of 1 mile, and has all of the statistics and abilities listed in the stat block below:

Armor Class 22 (natural armor)
Hit Points 481(26d20 + 208)
Speed 40ft., fly 120 ft., burrow 30 ft


STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 25 (+7) 20 (+5) 19 (+4) 17 (+3)

Saving Throws Str +14, Dex +10, Con +14, Wis +11
Damage Resistances acid
Condition Immunities petrified, paralyzed
Senses passive Perception 21
Languages Common, Draconic
Challenge 22 (41,000 XP)


 

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: + 15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage and any creature hit must succeed on a DC 22 Constitution saving throw or become paralyzed for 1d6 turns. They may make another Constitution save at the beginning of each of their turns.

Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: + 15 to hit, reach 20 ft., one target. Hit: 27 (5d6 + 8) slashing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Petrifying Breath (Recharge 5-6 rounds). The dragon exhales petrifying gas in an 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

REACTIONS

Spike Thrower. When a creature makes an attack against the dragon it may launch 3 spikes at the creature if it is within a range of 15 feet. The creature takes 16 (2d6+9) piercing damage for each spike.

 

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

Previous Versions

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