Substance
Earth Bending draws upon substance. Earth, in the end, is just material, and Earth Benders take this to heart. Earth Bending forms are often simple and direct. What you see is what you get.
Raising and Training
Most Earth Benders come from the Earth Kingdom. The Earth Kingdom itself is very diverse, with many people from all nations living in it. The native people of the Earth Kingdom are strong and enduring, much like the earth itself.
The earliest Earth Benders were the badgermoles, who then went on to teach two lovers how to Earth Bend so that they could meet one another in secret. From then, Earth Bending spread far and wide.
For an Earth Bender to become an adventurer, they would need some reason to go out and travel instead of living their life in the Earth Kingdom. Perhaps they don’t want to continue their family’s trade. Maybe they want to see every form of Earth Bending in the world.
Earth Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Elemental Arts
At 1st level, your practice of bending arts has earned you some special abilities.
You can use Dexterity instead of Strength for attack and damage rolls when making an attack you are proficient in.
Knock Down When you hit an enemy in melee using the Attack action or an Advanced Technique of level 1 or higher that requires an attack roll, you can take a bonus action to attempt to knock your opponent prone. They must make a Dexterity Saving Throw against your Save DC, which is calculated further down the page. If they succeed, they avoid all effects. If they fail, they are knocked prone. The effects of failure grow more drastic as you level up, as seen in the Knock Down column of the Earth Bender table.
Prone and Winded
It costs all of your target’s movement to get up.
Prone and Badly Winded
It costs all of your target’s movement to get up and the target must succeed a Constitution Saving throw against your Save DC or not be able to use any reactions until the end of their next turn.
Prone and Horribly Winded
It costs all of your target’s movement to get up and the target must succeed a Constitution Saving throw against your Save DC or not be able to use any actions or reactions until the end of their next turn. A success results in them being able to use their actions, but not their reactions.
Emergency Armor: When you are hit by a ranged attack, melee attack, or spell attack that you are aware of, you can attempt to block the attack without using an action or reaction by rolling your Emergency Armor die, found in the Emergency Armor column of the Earth Bender table. Whatever you roll increases your AC by that much against that one attack. You can use this ability a total number of times equal to your Constitution modifier, then you must complete a long rest before using this feature again.
You know the Basic Technique mold earth, which does not count towards your Basic Technique limit shown in the Basic/Advanced column of the Earth Bender table.
Chi
At 2nd level, you can start using more advanced Earth Bending techniques. The amount of energy that you have to bend is measured by your number of chi points. Your Earth Bender level determines the number of points you have, as shown in the Chi Points column of the Earth Bender table.
You can spend chi points to fuel various Earth Bending features. You start knowing three such features: Rumble, Rock Boots, and Earthen Armor. You learn more Earth Bending features as you level up.
When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.
Some of the Earth Bending features require you to make a ranged bending attack to hit your target or your target to make a saving throw to resist the feature’s effect. The bending attack bonus and save DC are calculated as follows:
Bending Abilities
Dexterity and Constitution are your bending abilities for your Earth Bender features and techniques. You must be able to move as swiftly as a rock slide, but stand firm like a mountain, unmoving against all opponents. You use Dexterity and Constitution whenever an Earth Bender feature or technique refers to your bending ability. In addition, you use your Dexterity and Constitution modifiers when setting the saving throw DC for an Earth Bender feature or technique you use and when making an attack roll with a feature.
Bending Modifier
Dexterity modifier divided by 2 (rounded down) + Constitution modifier divided by 2 (rounded up)
Bending Attack Bonus
Proficiency bonus + Bending Modifier
Save DC
Bending Attack Bonus + 8
Here are your first three Earth Bending features:
Rumble
When you make a melee attack, as a bonus action you can spend 1 chi point to have your attack hit the ground to create a tremor. You can also do this as an action without making a melee attack. Every creature within a 20-foot radius of you must make a Dex saving throw or be knocked prone. You can expend extra chi points to increase the range of the rumble by 5-feet per chi point or cause certain creatures not to be affected by the rumble, 1 chi point per creature.
Rock Boots
As a bonus action, you can expend 1 chi point to bend the earth around your feet to create boots of rock. You can also use this on a willing creature, but it then acts as a concentration spell. The target of this ability has advantage against being knocked prone or shoved. Also, while on solid rock, the target’s movement speed increases by 10 feet. This buff lasts for 5 minutes.
Earthen Armor
As an action, you can expend chi points to bend earth onto yourself, raising your AC by the number of chi points expended, but only up to half your Earth Bender level. This ability cannot raise your AC by more than 5. If you are wearing light armor when using this ability, your AC cannot be raised by more than 3. If you are wearing medium armor, your AC cannot be raised by more than 2. If you are wearing heavy armor, your AC can only be raised by 1. You can use this on a willing creature, but it then acts as a concentration spell. This armor lasts for 1 minute.
Solid Footing
Starting at 2nd level, when walking on earth, (rocks, solid/normal ground, etc.) terrain cannot be difficult for you. You can use your bonus action to allow any ally within 15 feet to also have this benefit while walking through the difficult terrain.
Earth Bending Subelement
At 3rd level, you chose a subelement. Choose between Metal Bending, Lava Bending, and Sand Bending. All are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.
You will also get Advanced and Basic Earth Techniques at 3rd level. You start with 1 Basic Technique and 2 Advanced Techniques. You can only choose Advanced Techniques that have a level of 2 or lower. As your level increases, you will be able to learn higher level Earth Techniques, as shown in the Technique Level column of the Earth Bender table, as well as have more techniques prepared, as shown in the Basic/Advanced column of the Earth Bender table.
To use any given Advanced Technique requires you to consume a number of chi points equal to the technique’s level. Basic Techniques do not require any chi points.
To do techniques at higher levels, you simply expend the chi cost to use it at that level. However, you cannot do techniques at a higher level than you are capable of doing based on the Technique Level column. For example, as a 3rd level Earth Bender, you could increase a 1st level technique to a 2nd level, but you couldn't increase it to 3rd level technique.
When you gain a level in this class, you can choose one of the Advanced or Basic Earth Techniques you know and replace it with another Advanced or Basic Technique from the Earth Technique list, which also must be of a level for which you are capable of.
The only material you need is enough earth or rock that the DM deems necessary to do the technique. Every technique has the "S" component, and never has a "V" component.
Seismic Senses
Starting at 3rd level, you have attuned your senses to feel vibrations in the earth caused by others. You gain 30 feet of tremorsense as long as you are touching the ground and the ground is made of earth or your subelement. You can pinpoint anything that is touching the ground within that range.
Metal Bending
Metalbending is a sub-skill of Earthbending developed by Toph Beifong. Most Earth Benders are unable to affect processed metals. Usually, the trace amount of earth still present in metal is so minuscule that it goes undetected even by the best Earth Benders, lending to it's use in detaining Earth Benders. However, due to her ability to "see" earth, Toph was able to locate the small fragments of earth in metal, target them, and utilize them to "bend" the metal portion. Thus Metalbending was invented.
Becoming a Metal Bender allows you to shape metal as per the shape water spell, but with metal instead of water. You can choose any of the Basic or Advanced Metal Bending Techniques listed near the end of the page as one of your character's known Earth Bending Techniques, as long as they are less than or equal to your character's current Technique Level. These still count towards your technique limit. You also gain the ability to use any of your Earth Bending features or techniques with metal, which may produce more damage, sturdier defenses, but may also be more difficult to do (DM's discretion).
Weapon Enhancement
Starting at 3rd level, you can bend metal around any weapon as a bonus action by expending 2 chi points to increase its damage rolls by 2. When applied to your elemental weapon or your hands, it increases the damage roll by 3 and the attack roll by 1. This buff lasts for 5 minutes.
Bent Out of Shape
Starting at 6th level, when attacked by someone using a metal weapon, you can use your reaction and 3 chi points to attempt to deform the weapon, making it useless. You must make a Constitution saving throw higher than the attacker’s accuracy. If you succeed, you take no damage and the weapon can now only be used as an improvised weapon that deals 1d4-1 bludgeoning damage. A failed saving throw results in you taking half damage, but the weapon is still intact. If the weapon is magical, you make the Constitution Saving Throw with disadvantage.
You can also make any metal object or a weapon (as long as it's not being held, equipped or carried) fly to your side or to your hand, as a bonus action. It must be within 60 feet of you.
Features & Traits