Base Class: Barbarian
To match the grand fury and power of an earthquake or avalanche, barbarians of the Path of the Quake Bringer channel primal power, drawing on the element of earth when they rage to turn their body to stone. These warriors test their strength by smashing boulders and leaping wide chasms. On the battlefield, they embody the earthquake itself, leaving craters, rubble, and terror in their rumbling wake.
Quake bringers often come from cultures connected to the earth (especially if they value strength) such as those of dwarves, goliath, or firbolgs. Earth genasi can manifest these abilities using latent elemental power. Some quake bringers communed with earth spirits to gain power, or spent years in isolation on a mountain.
Stone Rage
Starting at 3rd level, your rage transforms you into living stone, bringing you power and protection. You gain the following benefits while you are raging.
- At the start of each of your turns and when you start raging, you gain temporary hit points equal to 2 + half your barbarian level, lasting until your rage ends.
- Your stony skin grants you a +1 bonus to AC while you aren't wearing any armor. You can use a shield and still gain this benefit.
- You can use a bonus action to shake the ground within 5 feet of you. It becomes difficult terrain for other creatures until the start of your next turn.
- You cannot be petrified, and when you are pushed or pulled, you can reduce the distance you are moved by up to 5 feet. Your weight is multiplied by five.
Demolisher
At 6th level, your elemental power focuses into mighty blows that smash even stone. You deal double damage with melee weapon attacks to objects and structures. When you hit a target composed of earth (dirt, crystal, stone, metal, etc.) with a melee weapon attack, your weapon is treated as if it were magical for the purpose of overcoming resistance, and if the target is an object or structure, you also gain a bonus to the damage roll equal to half your barbarian level.
Also, you have advantage on Strength checks made to dig, demolish, or excavate using a tool or object.
Cliff Running
Starting at 10th level, you have a climbing speed equal to your walking speed. You can use this speed without requiring free hands, but only when climbing a surface made of earth.
In addition, when you jump off of a surface made of earth, you draw power from the earth to boost your leap, increasing your high jump distance by a number of feet equal to your Constitution modifier (minimum +1) and your long jump distance by twice that amount.
Finally, you have tremorsense that extends out to a radius of 60 feet while you are raging, allowing you to sense through the earth.
Seismic Smash
When you reach 14th level, you gain the ability to smash the ground itself and create a great seismic shockwave. As an action while you are raging and wielding a melee weapon, you can strike the ground with this power. Each other creature on the ground within 30 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier). You can choose to use a smaller radius, if desired. On a failed saving throw, a target takes bludgeoning damage equal to your barbarian level + your Strength modifier and is knocked prone. On a successful saving throw, a target takes half as much damage and isn't knocked prone.
If the ground in the area is loose earth or stone, it becomes difficult terrain until cleared. Each 5-foot radius portion requires at least 1 minute to clear by hand. When you use this ability, you can choose to damage the ground in the area, structures in contact with the ground in the area, both, or neither. This ability deals twice as much damage to those objects.
Once you use this feature, you can’t use it again until you finish a short or long rest.

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