Earthbender

by Guaritor

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The Earthbender

Earthbending, one of the four elemental bending arts, is the geokinetic ability to manipulate earth and rock in all their various forms, prevalent in the Earth Kingdom and the United Republic. Earth is the element of substance, while the people of the Earth Kingdom are diverse, strong, and enduring. The key to earthbending involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. In other words, earthbenders generally endure their enemies' attacks until the right opportunity to counterattack reveals itself, then they strike with overwhelming force. King Bumi stressed this in his tactics against the Fire Nation; he allowed himself to be imprisoned in New Ozai for many months before liberating the city on the Day of Black Sun simply waiting for the right moment to fight and liberate the city.

Origins and Culture

During the era of Raava, the power of earth was temporarily bestowed on the inhabitants of a city atop a giant lion turtle while they left the village to hunt for food.

After the inhabitants permanently left the care of the lion turtle, humans first learned to earthbend by observing and imitating the geokinetic abilities of badgermoles living in the mountains in what is now Earth Kingdom territory.

According to a legend, known widely as "The Legend of the Two Lovers", two star-crossed lovers named Oma and Shu, who hailed from separate warring villages, were the first people who learned the art from these creatures so that they could meet within the mountain that divided them.

Opposed Bending Art

Earthbending is the opposing bending art to airbending. When first learning to earthbend, the pupil must first learn confrontational tactics and familiarity with the brute strength necessary to work with earth. This contrasts with the emphasis of airbenders on mobility and evasion. Earthbenders require a firm root in the ground, while airbenders are constantly moving.

Earthbending differs from the other bending arts in that it maintains a distinct balance between offensive and defensive capabilities. Earthbending uses a balance of strength and defense to overwhelm opponents.


The Earthbender
Level Proficiency Bonus Features
1st +2 Earthbending, Combat Style
2nd +2 Earthbending Calling, Calling Feature
3rd +2 New Earthbending Techniques, Combat Meditation
4th +2 Ability Score Improvement, Calling Feature
5th +3 Extra Attack
6th +3 New Earthbending Techniques
7th +3
8th +3 Ability Score Improvement
9th +4 New Earthbending Techniques
10th +4 Calling Feature
11th +4
12th +4 Ability Score Improvement, New Earthbending Techniques
13th +5
14th +5 Ability Score Improvement
15th +5 New Earthbending Techniques, Calling Feature
16th +5 Ability Score Improvement
17th +6
18th +6 New Earthbending Techniques
19th +6 Ability Score Improvement
20th +6 Enduring Mountain

Class Features

As a Earthbender, you gain the following Class Features:

Hit Points


  • Hit Dice: 1d10 per Earthbender level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Earthbender level after first.

Proficiencies


  • Armor: Medium
  • Weapons: Light Hammer, Mace, Flail, Maul, Warhammer
  • Tools: One Artisan’s Tool of your choice

  • Saving Throws: Constitution, Strength
  • Skills: Choose two skills from Athletics, History, Nature, Insight, Survival, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Mace
  • Leather armor
  • A Dungeoneer’s Pack or Explorer’s pack
  • A set of Artisan’s Tools of your choice

Bending

Your training in Earthbending allows you to shape the earth around you as you see fit.

Earthbending

Earthbending is a powerful art, granting its users the ability to shape the world around them. At level one, you learn the basic ability to Shape Earth:

As an action, choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 20 feet away. If you choose to, you can hurl the area of earth you excavated at a target within 20 feet. Make a Ranged Bending Attack. If you hit, the target takes 1d8 + your Constitution modifier bludgeoning damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you use this technique multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Bending known at 1st level or Higher

At 1st level you know the basics of Earthbending and are only able to shape the earth as described above.

At later levels, as you train and become more adept at shaping the earth around you, you learn more Earthbending techniques. These techniques are listed at the end of this class section. You know and can use any technique listed on the table for your level or lower.

Bending ability

Constitution is your bending ability for your Bending moves, so you use your Constitution whenever a move refers to your bending ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Bending move you use and when making an attack roll with one.


  • Bending Save DC = 8 + your proficiency bonus + your Constitution modifier
  • Bending Attack modifier = your proficiency bonus + your Constitution Modifier

Costs of Earthbending

Earthbending is a physically taxing art at higher levels and requires strength and endurance of its practitioners.

Each use of an Earthbending technique listed below lowers your constitution score by a number described by the technique. This is indicative of the massive effort required to manipulate the stone or earth, and its effect on your endurance. Each time your score is lowered to an odd number from an even number, your constitution modifier decreases by 1. Because of the Constitution modifier decrease, you also reduce your maximum health by your Earthbender level as well as recalculate your Bending Save DC and Bending Attack Modifier.

Your constitution score returns to its normal value at the end of a long rest as long as you aren’t under any other effects that would alter it. This also means that your max health, and constitution modifier return to their normal values as well.

Example

A level 5 Earthbender that has a constitution score of 18, a constitution modifier of +4 and a max health of 54.

If they use a technique that costs 1 constitution, that will lower their constitution score to 17. Their Constitution modifier decreases from +4 to +3, and because their constitution modifier decreased by 1, their maximum health is now reduced by 5 to 49. The lower Constitution modifier also affects their Bending Save DC and Bending Attack Modifier.

Combat Style

Your training with Earthbending includes learning a style of fighting symbiotic with your style of Earthbending. At 1st level, choose from one of the fighting styles below:

  • Stonewall. Stone naturally clings to your form, you gain a +1 bonus to AC.
  • Enhanced Bending. When you are wielding a melee weapon in one hand and no other weapons you are able to bend more adeptly with your free hand, you gain a +2 bonus to damage rolls with your weapon and with your bending moves.
  • Strength of the Earth. Your Earthbending augments your strength. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Blockade. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to bend a small slab of stone between the creature and its target. You impose disadvantage on the attack roll.

Earthbender Calling

At level 2, you respond to either the Call of the Badgermole, or the Call of Stone.

Combat Meditation

Beginning at level 3, you have learned to center your mind and body in combat and draw energy back into yourself.

As a bonus action, you can meditate briefly and regain one point of your constitution score up to a maximum of your original score.

If your constitution score is increased from an odd number to an even number, your constitution modifier increases by 1. Your constitution modifier increasing by 1 causes your max HP to increase by a number equal to your Earthbender level, and you are healed by that much as well. You also recalculate your Bending Save DC and Bending Attack Modifier.

You can use this feature once. You regain any expended uses of this feature after you complete a short or long rest.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Enduring Mountain

When you reach level 20, your connection to the earth is so powerful that all your Earthbender techniques cost 1 less Constitution to use.

Earthbender Calling

At level 2, you respond to either the Call of Badgermole, or the Call of Stone. These callings determine the path you wish to take your bending. The Call of Badgermole seeks to stand firm and protect its allies, while the Call of Stone looks to crush enemies beneath the weight of the earth.

Call of the Badgermole

Shield of Stone

Starting at 2nd level, you learn to protect yourself with a stone slab used as a shield. While you are not wearing heavy armor, you can use a bonus action to bend a nearby stone into a defensive position for 1 minute. While your Shield of Stone is active, you can add your strength modifier + 2 to your AC.

Stubborn as a Rock

Beginning at 4th level, your Earthbending stance firmly connects you to the ground. You are unable to be pushed, pulled, slid, or knocked prone by non-bending means.

Iron Will

Starting at 10th level, your willpower and ability to shrug off physical effects has increased greatly. You gain advantage on Constitution Saving throws.

Iron Augmented Combat Style

At level 15, you learn to augment your fighting style with metal bending. Depending on the combat style you chose at level 1, you gain the following benefits:

  • Stonewall. You gain an additional +1 AC. Additionally, enemies who make a successful attack against you take 2d4 bludgeoning damage as they connect with your Iron hardened armor.
  • Enhanced Bending. You gain an additional +2 bonus to damage rolls with your weapon and with your bending moves as you strengthen your weapon with steel, and augment your bending with metal.
  • Strength of the Earth. In addition to any other effects of Strength of Earth, Any enemy you hit while wielding your weapon with two hands, must succeed on a saving throw against your Bending Save DC or be knocked prone.
  • Blockade. The blockade you bend to protect your ally is now made of metal ore that you pull from the earth. In addition to any other effects of Blockade, if the enemy’s attack does hit your ally, you can reduce the damage by 4d6.

Call of Stone

Weight of the World

At 2nd level you learn to use your Earthbending to add weight and power behind your strikes. You can add your proficiency bonus to your damage roll when you make an attack.

Earthen Might

Starting at level 4, your attacks have such power behind them that they ignore any resistance to bludgeoning damage (magical or non-magical).

Tremor Sense

At 10th level, you start to sense the vibrations other creatures make when they walk. You gain Tremorsense (60 ft):

Tremorsense. You can detect and pinpoint the origin of vibrations within 60 ft., provided that you and the source of the vibrations are in contact with the same ground or substance. You can tell with relative accuracy the size of creatures by the size of the vibrations they create. Tremor Sense can’t be used to detect flying or incorporeal creatures.

Neodymium Tether

Starting at 15th level, you become more adept at sensing and bending metal. As long as your weapon contains either metal or stone, your weapon gains the: “Thrown (Range 20/40)” property as you learn to control its flight with your bending.

Also, in place of an attack, you can choose one of the following options:

  • Pull your weapon back to your hand.
  • Direct it at a creature that you haven’t already attacked this turn, which is within range, and make an attack against that creature.

Earthbender Techniques

Level 3

Tremor

3rd-Level Earthbending


  • Casting Time: 1 Action
  • Range: 15 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw against your Bending save DC. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.

Bumi’s Floating Island

3rd-Level Earthbending


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Hour
  • Cost: 1 Constitution

You lift a large chunk of stone from the ground, 5 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range.

The stone remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the stone crumbles, and everything on the stone falls to the ground.

You can move the stone up to 15 feet as a bonus action. It can move across uneven terrain, up or down stairs, slopes and the like. You can raise the stone up to 15 feet in the air or lower it to the ground as part of your movement.

If you move more than 100 feet from the stone the stone crumbles.

General Fong’s Sinking Earth

3rd-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Constitution

The solid ground turns to soft sinking sand in a 20-foot square starting from a point within range. For the duration, this area is considered difficult terrain.

A creature in the area when you use this technique sinks into the earth rapidly and must succeed on a Dexterity saving throw or be restrained by the sand around it until the technique ends. A creature restrained by the sand can use its action to make a Dexterity check against your Bending save DC. On a success, it frees itself.

Shattering Blow

3rd-Level Earthbending


  • Casting Time: 1 Bonus Action
  • Range: One weapon you are holding
  • Duration: 1 minute
  • Cost: 1 Constitution

You cover the head of your weapon with stone to give added weight to your attack. The first time you hit with a melee weapon attack during this technique's duration, the stone explodes outward, and the attack deals an extra 2d6 bludgeoning damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Level 6

Earthen Weapon

6th-Level Earthbending


  • Casting Time: 1 Bonus Action
  • Range: 60 Feet
  • Duration: 1 minute
  • Cost: 1 Constitution

You bend some stone within range into a floating weapon that lasts for the duration of the technique. When you use the technique, you can make a melee bending attack against a creature within 5 feet of the weapon. On a hit, the target takes bludgeoning damage equal to 1d8 + your bending ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose.

Volley of Stones

6th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

You launch volley of small stones at a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Toph’s Stone Grasp

6th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Constitution

Choose an unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the technique’s duration.

As an action, you can have the hand crush a creature it has restrained. That creature must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half on a successful one.

To break out, the restrained target can make a Strength check against your bending save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can have the hand reach for a different creature within 5 feet of it or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Spike Growth

6th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 150 Feet
  • Duration: Concentration, up to 10 minutes
  • Cost: 1 Constitution

The ground in a 20-foot radius centered on a point within range sprouts hard stone spikes. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground may appear as natural at first glance. Any creature that can’t see the area at the time the technique is used must make a Perception check against your bending save DC to recognize the terrain as hazardous before entering it.

Level 9

Quake

9th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point.

Each creature in that area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one.

Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Sandstorm

9th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Self
  • Duration: Concentration, up to 10 minutes
  • Cost: 2 Constitution

You pick up any bits of sand and small earthen particles around you and start spinning them around you in a cyclonic pattern. A very strong wind picks up in a 10-foot radius and moves with you, remaining centered on you. The cyclone lasts for the technique’s duration. The cyclone has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the sandstorm.
  • When a creature moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Toph's Tiny Tent

9th-Level Earthbending


  • Casting Time: 1 Minute
  • Range: Self (20 ft square that includes you)
  • Duration: Concentration, up to 8 hours
  • Cost: 1 Constitution

You pull two large slabs of stone out of the ground in a tent like shape that covers a 20 foot square area with you inside. Then you force two more slabs out of the ground to close the openings.

Seven creatures of Medium size or smaller can fit inside the tent with you. The technique fails if its area includes a larger creature or more than seven creatures.

While you maintain concentration, you are actively repairing the tent from attacks, and countering other Earthbending that would attempt to destroy the tent. Bending and other magical effects can’t penetrate through the tent or be cast through it. You can let any creature you desire leave or enter your tent by creating an opening in the stone.

When you are not concentrating on maintaining the structure of the tent, the stone tent remains in place around you, but can be affected normally by other’s bending or non-magical attacks.

One with the Mountain

9th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Touch
  • Duration: 8 hours
  • Cost: 1 Constitution

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Nothing of your presence remains detectable by non-bending senses.

While merged with the stone, you can’t see what occurs outside it, and any Perception checks you make to hear outside it have disadvantage. You can use bending techniques on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the technique. You otherwise can’t move.

Minor damage to the stone doesn’t harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Level 12

Staggering Blow

12th-Level Earthbending


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Duration: 1 Minute
  • Cost: 1 Constitution

The next time you hit a creature with a melee weapon attack during this technique’s duration, the earth shakes with the force of the blow, and the attack deals an extra 4d6 bludgeoning damage to the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Stoneskin

12th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Touch
  • Duration: Concentration, up to 1 hour
  • Cost: 1 Constitution

This technique covers a willing creature’s body in a form fitting layer of stones, while still allowing normal movement.

Until the technique ends, the target has resistance to non-bending bludgeoning, piercing, and slashing damage.

Animate Stone

12th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Concentration, up to 1 hour
  • Cost: 1 Constitution

You mold a pile of stone into the form of a creature you desire. While you maintain concentration, the stone form acts as a separate creature, with its own initiative and set of actions. You control the creature through your bending and can have it take whichever actions you wish.

Use the stat block below for this creature:


Stone Creature

Large, Neutral Construct


  • Armor Class 15
  • Hit Points 52
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (2) 11 (0) 16 (3) 6 (-2) 11 (0) 7 (-2)

  • Saving Throws +6 Str, +7 Con
  • Damage Resistances Bludgeoning, piercing, and slashing from non-magical weapons
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, petrified, poisoned
  • Senses Same senses as its creator

Actions

Multiattack. The Creature makes two attacks with whatever is appropriate to its form (Ex. Fists for a humanoid or claws for a bear)

Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) damage. The type of damage is either bludgeoning, piercing, or slashing depending on what you form you chose for the creature.

Stone Shape

12th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous
  • Cost: 1 Constitution

You touch a stone object of Medium size or smaller or a section of stone no more than 10 feet in any dimension and form it into any shape that suits your purpose. For example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 10 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Level 15

Toph's Iron Prison

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Constitution

Choose a creature that you can see within range. You pull iron particles from the ground and wrap bands of iron around the creature. The target must succeed on a Strength saving throw against your Bending Save DC or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the technique ends on the target.

Wall of Stone

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Concentration, up to 10 minutes
  • Cost: 1 Constitution

You pull massive slabs of stone from the earth beneath you, creating a wall. The wall is 6 inches thick and is composed of 10 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creatures space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), the creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical, or rest on an firm foundation. Thus, you can use this technique to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has an AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this technique for its whole duration, the wall becomes permanent and cannot be dispelled. Otherwise, the wall crumbles when the technique ends.

Transmute Rock

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.

Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the techniques’s duration.

If you use the technique on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you use this technique must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you use the technique on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the technique’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

Roku's Incineration

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous
  • Cost: 2 Constitution

Reaching deep beneath you, you pull on the nearest source of molten earth. This lava erupts from beneath a creature in range that you can see.

That creature must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 fire damage. If this damage reduces the target to 0 hit points, it is incinerated.

An incinerated creature and everything it is wearing and carrying, except magic items, are reduced to a smoldering pile of ash.

Level 18

Earthshaping

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Concentration, up to 2 hours
  • Cost: 1 Constitution

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, clay, or stone in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such change can't exceed half the area's largest dimension So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the technique you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

Rocks and structures shift to accommodate new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this technique doesn't directly affect plant growth. The moved earth carries any plants along with it.

Bones of the Earth

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous
  • Cost: 2 Constitution

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5 foot diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw against your Bending Save DC or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against your bending’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Stoneform

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Self
  • Duration: Concentration, up to 10 minutes
  • Cost: 1 Constitution

Until the technique ends, bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You can use a bonus action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this technique ends, and you are stunned until the end of your next turn.

Earthquake

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 500 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Constitution

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw against your Bending Save DC. On a failed save, the creature’s concentration is broken.

When you use this technique, and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This technique can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures: Fissures open throughout the technique’s area at the start of your next turn after you use the technique. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the technique’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you use the technique and at the start of each of your turns until the technique ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

Change Log and Credits

Change Log


Credits

  • Class Flavor Text: http://avatar.wikia.com/wiki/Earthbending
  • Toph Beifong Artwork: MCAshe
    (https://mcashe.deviantart.com/)
 

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