Earth Master
You are the living edge of a tectonic force. While others move like wind or strike like fire, you embody the stillness, weight, and violence of the earth. As an Earth Master, you don’t manipulate stone like a mage, but strike with such overwhelming strength and focused will that the world bends to your presence.
You crush with blunt weapons, fracture terrain, and break through walls and formations alike. The battlefield doesn’t just host you—it shapes around you. Unmovable. Unbreakable. Unrelenting.
Weight of the World
At 2nd level, your weapon strikes carry the full force of your body and the earth beneath it.
When you hit with a melee weapon attack using a bludgeoning weapon, you may choose to knock the target prone if it fails a Strength saving throw (DC = 8 + proficiency + Strength mod). You can do this once per turn.
You have advantage on saving throws and ability checks to resist being moved or knocked prone.
Your jump distance is halved, but you gain resistance to falling damage.
Seismic Techniques
Also at 2nd level, you gain access to Earth Master Battle Techniques, fueled by Vitality Points. These techniques emphasize terrain disruption, stunning impact, and brute control.
You learn two at this level and more as you level.
Ironstomp
At 7th level, you may use your bonus action to stomp the ground, anchor yourself, and shatter footing.
Until the start of your next turn, you are considered unmovable—you automatically succeed on checks to resist being moved, shoved, or knocked prone.
While in this state, creatures who end their turn within 5 feet of you must make a Dex saving throw or take 2d6 bludgeoning damage from unstable footing.
You may use a Battle Technique as part of this bonus action by spending its cost.
Earthen Grip
At 10th level, your presence disrupts footing and crushes attempts to escape.
When you hit a creature with a melee attack, you can reduce its speed to 0 until the start of your next turn.
When a creature within 10 feet of you attempts to disengage, teleport, or fly, you may spend 1 Vitality Point as a reaction to make a weapon attack against it. On a hit, the creature's movement fails, and it is knocked prone.
Shatterstrike
At 15th level, you can use your weapon to splinter the ground and stagger formations.
As an action, choose a 15-foot radius area within 30 feet. The ground ruptures:
All creatures in the area must make a Strength saving throw or take 4d10 bludgeoning damage and fall prone. On a success, they take half damage and remain standing.
The area becomes difficult terrain for 1 minute.
You may use this feature once per short rest, or by spending 3 Vitality Points.
Living Faultline
At 18th level, you become the living embodiment of an unstoppable advance.
For 1 minute (once per long rest), you may enter the Faultline State as a bonus action:
When you move, the ground behind you becomes difficult terrain.
You cannot be moved or teleported by hostile effects unless you choose to.
Whenever you take damage, reduce it by your Strength modifier, and all creatures within 10 feet must make a Dex save or take 2d6 bludgeoning damage.
Your melee weapon attacks ignore resistance to bludgeoning damage and score a critical hit on a roll of 19–20.
Signature Move: Earthsplitter
At 3rd level, you gain the Signature Move Earthsplitter.
As an action, you bring your weapon down in a catastrophic strike, channeling your strength through the ground itself.
Choose a 60-foot line, 10 feet wide, originating from you.
Each creature in the line must make a Dexterity saving throw.
On a failed save, a creature takes 5d8 bludgeoning damage, is knocked prone, and the ground beneath them becomes difficult terrain until cleared.
On a success, a creature takes half damage and is not knocked prone.
You may use this feature once per short rest, or by spending 3 Vitality Points.
Earthsplitter Upgrade I
At 10th level, the split becomes volatile and layered.
Creatures who fail the save are also stunned until the end of your next turn if they are prone when struck.
Structures or cover in the area are automatically destroyed if not magical.
Earthsplitter Upgrade II
At 18th level, Earthsplitter becomes a seismic rupture.
You may cause the line to branch in a T-shape, affecting a 30-foot perpendicular line at the end of the first one.
All creatures knocked prone also take an additional 2d10 bludgeoning damage, and the terrain becomes unstable—causing all movement to cost double and imposing disadvantage on attack rolls made from the area until cleared.
Mastery Combo: Titanfall
Trigger: After two Combo Finishers and six combo steps.
You channel the full weight of the world into a singular, apocalyptic blow.
As an action, you leap into the air (up to 30 feet vertically or 60 feet to a location within sight), crashing down with a shockwave that affects a 30-foot radius.
All enemies in range must make a Constitution saving throw or take 10d10 bludgeoning damage, be stunned, and pinned to the ground under cracked debris until the end of their next turn.
All terrain in the radius becomes broken ground—difficult terrain that requires Strength saves to move through without falling prone.
Structures or objects in the area are leveled unless magical.
After using this ability, you gain 1 level of exhaustion as your body strains to hold the earth’s fury.
Battle Techniques
Tremor Step
Cost: 1 Vitality Point
Slam the ground with your movement.
All creatures within 5 feet must make a Dex save or fall prone.
If you moved at least 10 feet before activating this, you may also deal 1d8 bludgeoning damage to one of the affected creatures.
Gravity Crush
Cost: 2 Vitality Points
Swing your weapon with devastating density.
Make a weapon attack. On a hit, the target takes an additional 3d6 bludgeoning damage and must make a Strength save or become grappled by the impact (they are held down by your weapon or pinning strike).
A grappled creature takes 1d8 bludgeoning damage at the start of each of your turns.
Earthen Shell
Cost: 2 Vitality Points
Harden your stance and absorb force.
Until the start of your next turn, you gain temporary HP equal to your Warrior level + Strength modifier.
While these temporary HP remain, you cannot be pushed, pulled, or knocked prone.
Slab Break
Cost: 3 Vitality Points
Unleash a cleaving strike that carves through cover.
Choose a line 20 feet long, 5 feet wide.
All creatures and objects in the line take 4d6 bludgeoning damage, and nonmagical cover is destroyed.
Creatures behind cover must make a Dex save or be blinded by debris until the end of their next turn.
Anchor Burst
Cost: 1 Vitality Point
Use your reaction when you're moved unwillingly.
Instead of moving, slam your weapon into the ground, canceling the movement and causing a 5-foot shockwave around you.
All creatures adjacent must make a Dex save or take 2d6 bludgeoning damage and be pushed 5 feet away.
Combos
Steadfast Warden
Trigger: Use Ironstomp and prevent movement
Effect: You may grant yourself or an adjacent ally resistance to all damage until the start of your next turn
Crack the Line
Trigger: Hit two or more creatures with a single melee weapon attack
Effect: Gain 1 Vitality Point, and the area in a 5-foot radius around you becomes difficult terrain
Subterranean Pressure
Trigger: Hit a prone creature, then use a Battle Technique
Effect: The prone creature must succeed a Con save or be incapacitated until the end of its next turn (they're winded/crushed)
Combo Finishers
Collapse the Field
Trigger: After Crack the Line and one other combo
Effect: Choose a 15-foot radius area within 30 feet. The ground collapses into a pit or crater 10 feet deep.
Creatures in the area must make Dex saves or fall in and be knocked prone
Anyone in the pit is considered heavily obscured, and all movement within is halved
Rending Pillar
Trigger: After Subterranean Pressure and one other combo
Effect: A spike of shattered rock erupts beneath a creature within 30 feet.
They must make a Dex save or take 6d10 piercing and bludgeoning damage and be launched 20 feet into the air and fall prone
The spike remains as cover or elevation until destroyed (AC 12, 30 HP)
Comments