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The Earthbender

E
arthbending, one of the four elemental After the inhabitants permanently left the care of the lion
bending arts, is the geokinetic ability to turtle, humans first learned to earthbend by observing and
manipulate earth and rock in all their imitating the geokinetic abilities of badgermoles living in the
various forms, prevalent in the Earth mountains in what is now Earth Kingdom territory.
Kingdom and the United Republic. Earth is According to a legend, known widely as "The Legend of the
the element of substance, while the people Two Lovers", two star-crossed lovers named Oma and Shu,
of the Earth Kingdom are diverse, strong, who hailed from separate warring villages, were the first
and enduring. The key to earthbending involves waiting and people who learned the art from these creatures so that they
listening for the right moment to strike and, when that could meet within the mountain that divided them.
moment comes, acting decisively. In other words,
earthbenders generally endure their enemies' attacks until the Opposed Bending Art
right opportunity to counterattack reveals itself, then they
strike with overwhelming force. King Bumi stressed this in his Earthbending is the opposing bending art to airbending.
tactics against the Fire Nation; he allowed himself to be When first learning to earthbend, the pupil must first learn
imprisoned in New Ozai for many months before liberating confrontational tactics and familiarity with the brute strength
the city on the Day of Black Sun simply waiting for the right necessary to work with earth. This contrasts with the
moment to fight and liberate the city. emphasis of airbenders on mobility and evasion.
Earthbenders require a firm root in the ground, while
Origins and Culture airbenders are constantly moving.
Earthbending differs from the other bending arts in that it
During the era of Raava, the power of earth was temporarily maintains a distinct balance between offensive and defensive
bestowed on the inhabitants of a city atop a giant lion turtle capabilities. Earthbending uses a balance of strength and
while they left the village to hunt for food. 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

A Dungeoneer’s Pack or Explorer’s pack


Class Features A set of Artisan’s Tools of your choice
As a Earthbender, you gain the following Class Features:
Bending
Hit Points Your training in Earthbending allows you to shape the earth
Hit Dice: 1d10 per Earthbender level around you as you see fit.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Earthbending
modifier per Earthbender level after first. Earthbending is a powerful art, granting its users the ability to
Proficiencies shape the world around them. At level one, you learn the basic
Armor: Medium ability to Shape Earth:
Weapons: Light Hammer, Mace, Flail, Maul, Warhammer As an action, choose a portion of dirt or stone that you can
Tools: One Artisan’s Tool of your choice see within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:
Saving Throws: Constitution, Strength
Skills: Choose two skills from Athletics, History, Nature, If you target an area of loose earth, you can
Insight, Survival, Persuasion instantaneously excavate it, move it along the ground, and
deposit it up to 20 feet away. If you choose to, you can hurl
Equipment the area of earth you excavated at a target within 20 feet.
You start with the following equipment, in addition to the Make a Ranged Bending Attack. If you hit, the target takes
equipment granted by your background: 1d8 + your Constitution modifier bludgeoning damage.
A Mace
Leather armor
2
You cause shapes, colors, or both to appear on the dirt or Strength of the Earth.
Your Earthbending augments your
stone, spelling out words, creating images, or shaping strength. When you roll a 1 or 2 on a damage die for an
patterns. The changes last for 1 hour. attack you make with a melee weapon that you are
If the dirt or stone you target is on the ground, you cause it wielding with two hands, you can reroll the die and must
to become difficult terrain. Alternatively, you can cause the use the new roll, even if the new roll is a 1 or a 2. The
ground to become normal terrain if it is already difficult weapon must have the two-handed or versatile property for
terrain. This change lasts for 1 hour. If you use this you to gain this benefit.
technique multiple times, you can have no more than two Blockade.
When a creature you can see attacks a target
of its non-instantaneous effects active at a time, and you other than you that is within 5 feet of you, you can use your
can dismiss such an effect as an action. reaction to bend a small slab of stone between the creature
and its target. You impose disadvantage on the attack roll.
Bending known at 1st level or Higher
At 1st level you know the basics of Earthbending and are only Earthbender Calling
able to shape the earth as described above. At level 2, you respond to either the Call of the Badgermole, or
At later levels, as you train and become more adept at the Call of Stone.
shaping the earth around you, you learn more Earthbending
techniques. These techniques are listed at the end of this class Patience of the Mountain
section. You know and can use any technique listed on the
table for your level or lower. Beginning at level 3, you have learned to center your mind and
body and draw Neutral Jing into yourself.
Bending ability You can meditate for 1 minute and gain a number of special
Constitution is your bending ability for your Bending moves, Neutral Jing equal to your Constitution Modifier. You can use
so you use your Constitution whenever a move refers to your these special Neutral Jing to power your Earthbending
bending ability. In addition, you use your Constitution modifier abilities. They last for 10 minutes or until you roll initiative for
when setting the saving throw DC for a Bending move you use combat, after which they are lost.
and when making an attack roll with one.

You can use this ability once. You regain all uses of this
Bending Save DC = 8 + your proficiency bonus + your ability once you complete a short or long rest.
Constitution modifier
Bending Attack modifier = your proficiency bonus + your Ability Score Improvement
Constitution Modifier When you reach 4th, 8th, 12th, 16th, and 19th level, you can
Neutral Jing increase one ability score of your choice by 2, or you can
Neutral Jing is the essence what the Art of Earthbending is increase two ability scores of your choice by 1. You can’t
built upon. You build up your Neutral Jing by waiting patiently increase an ability score above 20 using this feature.
and enduring your enemies attacks until the right moment to
strike decisively. When the time is right, you can expend your Extra Attack
built up Neutral Jing to unleash your more powerful Beginning at 5th level, you can attack twice, instead of once,
Earthbending abilities. whenever you take the Attack action on your turn.
When you roll initiative for combat, any Neutral Jing you
have is lost and your Neutral Jing is set to 0. Enduring Mountain
At the start of each of your turns, if you have attacked a When you reach level 20, your connection to the earth is so
hostile creature or had damage dealt to you by a hostile powerful that all your Earthbender techniques cost 1 less
creature since the start of your last turn, you gain 1 point of Neutral Jing to use.
Neutral Jing, otherwise you lose 1 point of Neutral Jing.
There is no maximum to the amount of Neutral Jing you can
have, but you can never have less than 0. Earthbender Calling
At level 2, you respond to either the Call of Badgermole, or the
Combat Style Call of Stone. These callings determine the path you wish to
Your training with Earthbending includes learning a style of take your bending. The Call of Badgermole seeks to stand
fighting symbiotic with your style of Earthbending. At 1st level, firm and protect its allies, while the Call of Stone looks to
choose from one of the fighting styles below: crush enemies beneath the weight of the earth.
Stonewall.
Stone naturally clings to your form, you gain a Call of the Badgermole
+1 bonus to AC.
Enhanced Bending.
When you are wielding a melee Shield of Stone
weapon in one hand and no other weapons you are able to Starting at 2nd level, you learn to protect yourself with a stone
bend more adeptly with your free hand, you gain a +2 slab used as a shield. While you are not wearing heavy armor,
bonus to damage rolls with your weapon and with your you can use a bonus action to bend a nearby stone into a
bending moves. defensive position for 1 minute. While your Shield of Stone is
active, you can add your strength modifier to your AC.

3
Stubborn as a Rock Direct it at a creature that you haven’t already attacked this
Beginning at 4th level, your Earthbending stance firmly turn, which is within range, and make an attack against
connects you to the ground. You are unable to be pushed, that creature.
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.
4
Earthbender Techniques
Level 3
Tremor Shattering Blow
3rd-Level Earthbending 3rd-Level Earthbending
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 5 Feet Range: One weapon you are holding
Duration: Instantaneous Duration: 1 minute
Cost: 1 Neutral Jing Cost: 2 Neutral Jing
You cause a tremor in the ground within range. Each creature You cover the head of your weapon with stone to give added
other than you in that area must make a Dexterity saving weight to your attack. The first time you hit with a melee
throw against your Bending save DC. On a failed save, a weapon attack during this technique's duration, the stone
creature takes 1d8 bludgeoning damage and is knocked explodes outward, and the attack deals an extra 2d6
prone. If the ground in that area is loose earth or stone, it bludgeoning damage to the target. Additionally, if the target is
becomes difficult terrain until cleared, with each 5-foot a creature, it must succeed on a Strength saving throw or be
diameter portion requiring at least 1 minute to clear by hand. pushed 10 feet away from you and knocked prone.
Bumi’s Floating Island Level 6
3rd-Level Earthbending Earthen Weapon
Casting Time: 1 Action 6th-Level Earthbending
Range: 30 Feet Casting Time: 1 Bonus Action
Duration: 1 Hour Range: 60 Feet
Cost: 1 Neutral Jing Duration: 1 minute
You lift a large chunk of stone from the ground, 5 feet in Cost: 2 Neutral Jing
diameter and 1 inch thick, that floats 3 feet above the ground You bend some stone within range into a floating weapon that
in an unoccupied space of your choice that you can see within lasts for the duration of the technique. When you use the
range. technique, you can make a melee bending attack against a
The stone remains for the duration, and can hold up to 500 creature within 5 feet of the weapon. On a hit, the target takes
pounds. If more weight is placed on it, the stone crumbles, bludgeoning damage equal to 1d8 + your bending ability
and everything on the stone falls to the ground. modifier.
You can move the stone up to 15 feet as a bonus action. It As a bonus action on your turn, you can move the weapon
can move across uneven terrain, up or down stairs, slopes and up to 20 feet and repeat the attack against a creature within 5
the like. You can raise the stone up to 15 feet in the air or feet of it. The weapon can take whatever form you choose.
lower it to the ground as part of your movement.
If you move more than 100 feet from the stone the stone Volley of Stones
crumbles. 6th-Level Earthbending
General Fong’s Sinking Earth Casting Time: 1 Action
3rd-Level Earthbending Range: 90 Feet
Casting Time: 1 Action Duration: Instantaneous
Range: 90 Feet Cost: 2 Neutral Jing
Duration: Concentration, up to 1 minute You launch volley of small stones at a point you choose within
Cost: 2 Neutral Jing range. Each creature in a 10-foot-radius sphere centered on
The solid ground turns to soft sinking sand in a 20-foot square that point must make a Dexterity saving throw. A creature
starting from a point within range. For the duration, this area takes 3d8 bludgeoning damage on a failed save, or half as
is considered difficult terrain. much damage on a successful one.
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.
When this move ends, the earth becomes solid again and
any creatures still restrained are pushed up out of the sand
and left standing.

5
Toph’s Stone Grasp Additionally, the ground in that area becomes difficult
6th-Level Earthbending terrain until cleared. Each 5-foot-square portion of the area
requires at least 1 minute to clear by hand.
Casting Time: 1 Action
Range: 30 Feet Sandstorm
Duration: Concentration, up to 1 minute 9th-Level Earthbending
Cost: 3 Neutral Jing Casting Time: 1 Action
Choose an unoccupied space on the ground that you can see Range: Self
within range. A Medium sized hand made from compacted Duration: Concentration, up to 10 minutes
soil rises there and reaches for one creature you can see Cost: 3 Neutral Jing
within 5 feet of it. The target must make a Strength saving You pick up any bits of sand and small earthen particles
throw. On a failed save, the target takes 2d6 bludgeoning around you and start spinning them around you in a cyclonic
damage and is restrained for the technique’s duration. pattern. A very strong wind picks up in a 10-foot radius and
To break out, the restrained target can make a Strength moves with you, remaining centered on you. The cyclone lasts
check against your bending save DC. On a success, the target for the technique’s duration. The cyclone has the following
escapes and is no longer restrained by the hand. effects:
If the hand currently has a creature restrained, you can use
an action to have the hand attempt to crush that creature. It deafens you and other creatures in its area.
That creature must make a Strength saving throw. It takes It extinguishes unprotected flames in its area that are
3d6 bludgeoning damage on a failed save, or half on a torch-sized or smaller.
successful one. The area is difficult terrain for creatures other than you.
As an action, you can have the hand reach for a different The attack rolls of ranged weapon attacks have
creature within 5 feet who must make a Strength saving disadvantage if they pass in or out of the sandstorm.
throw. On a failed save, the target takes 2d6 bludgeoning When a creature moves within the area, it takes 2d4
damage and is restrained for the technique’s duration. You can piercing damage for every 5 feet it travels.
also use an action to move the hand to a different unoccupied It hedges out vapor, gas, and fog that can be dispersed by
space within range. The hand releases a restrained target if strong wind.
you do either.
Toph's Tiny Tent
Spike Growth 9th-Level Earthbending
6th-Level Earthbending Casting Time: 1 Minute
Casting Time: 1 Action Range: Self (20 ft square that includes you)
Range: 150 Feet Duration: Concentration, up to 8 hours
Duration: Concentration, up to 10 minutes Cost: 1 Neutral Jing
Cost: 1 Neutral Jing You pull two large slabs of stone out of the ground in a tent
The ground in a 20-foot radius centered on a point within like shape that covers a 20 foot square area with you inside.
range sprouts hard stone spikes. The area becomes difficult Then you force two more slabs out of the ground to close the
terrain for the duration. When a creature moves into or within openings.
the area, it takes 2d4 piercing damage for every 5 feet it Seven creatures of Medium size or smaller can fit inside the
travels. tent with you. The technique fails if its area includes a larger
The transformation of the ground may appear as natural at creature or more than seven creatures.
first glance. Any creature that can’t see the area at the time the While you maintain concentration, you are actively
technique is used must make a Perception check against your repairing the tent from attacks, and countering other
bending save DC to recognize the terrain as hazardous before Earthbending that would attempt to destroy the tent. Bending
entering it. and other magical effects can’t penetrate through the tent or
be cast through it. You can let any creature you desire leave or
Level 9 enter your tent by creating an opening in the stone.
When you are not concentrating on maintaining the
Quake structure of the tent, the stone tent remains in place around
9th-Level Earthbending you, but can be affected normally by other’s bending or non-
Casting Time: 1 Action magical attacks.
Range: 120 Feet
Duration: Instantaneous
Cost: 3 Neutral Jing
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.

6
One with the Mountain You mold a pile of stone into the form of a creature you desire.
9th-Level Earthbending While you maintain concentration, the stone form acts as a
separate creature, with its own initiative and set of actions.
Casting Time: 1 Action You control the creature through your bending and can have it
Range: Touch take whichever actions you wish.
Duration: 8 hours Use the stat block below for this creature:
Cost: 1 Neutral Jing
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 Stone Creature
presence remains detectable by non-bending senses. Large, Neutral Construct
While merged with the stone, you can’t see what occurs
outside it, and any Perception checks you make to hear Armor Class 15
outside it have disadvantage. You can use bending techniques Hit Points 52
on yourself while merged in the stone. You can use your Speed 30 ft.
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 STR DEX CON INT WIS CHA
destruction (to the extent that you no longer fit within it) 15 (2) 11 (0) 16 (3) 6 (-2) 11 (0) 7 (-2)
expels you and deals 6d6 bludgeoning damage to you. The
stone’s complete destruction (or transmutation into a different Saving Throws +6 Str, +7 Con
substance) expels you and deals 50 bludgeoning damage to Damage Resistances Bludgeoning, piercing, and
you. If expelled, you fall prone in an unoccupied space closest slashing from non-magical weapons
to where you first entered. Damage Immunities Poison
Condition Immunities Exhaustion, petrified, poisoned
Level 12 Senses Same senses as its creator
Staggering Blow
12th-Level Earthbending Actions
Casting Time: 1 Bonus Action Multiattack. The Creature makes two attacks with
Range: Self whatever is appropriate to its form (Ex. Fists for a
humanoid or claws for a bear)
Duration: 1 Minute
Cost: 2 Neutral Jing Melee Attack. Melee Weapon Attack: +4 to hit, reach
The next time you hit a creature with a melee weapon attack 5 ft., one target. Hit: 5 (1d6 + 2) damage. The type
of damage is either bludgeoning, piercing, or
during this technique’s duration, the earth shakes with the slashing depending on what you form you chose for
force of the blow, and the attack deals an extra 4d6 the creature.
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. Stone Shape
12th-Level Earthbending
Stoneskin
12th-Level Earthbending Casting Time: 1 Action
Range: Touch
Casting Time: 1 Action Duration: Instantaneous
Range: Touch Cost: 1 Neutral Jing
Duration: Concentration, up to 1 hour You touch a stone object of Medium size or smaller or a
Cost: 2 Neutral Jing section of stone no more than 10 feet in any dimension and
This technique covers a willing creature’s body in a form form it into any shape that suits your purpose. For example,
fitting layer of stones, while still allowing normal movement. you could shape a large rock into a weapon, idol, or coffer, or
Until the technique ends, the target has resistance to non- make a small passage through a wall, as long as the wall is
bending bludgeoning, piercing, and slashing damage. 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
Animate Stone up to two hinges and a latch, but finer mechanical detail isn’t
12th-Level Earthbending possible.
Casting Time: 1 Action
Range: 90 Feet
Duration: Concentration, up to 1 hour
Cost: 3 Neutral Jing

7
Level 15 Transmute Rock
15th-Level Earthbending
Toph's Iron Prison Casting Time: 1 Action
15th-Level Earthbending Range: 120 Feet
Casting Time: 1 Action Duration: Instantaneous
Range: 90 Feet Cost: 2 Neutral Jing
Duration: Concentration, up to 1 minute You choose an area of stone or mud that you can see that fits
Cost: 3 Neutral Jing within a 40-foot cube and that is within range, and choose one
Choose a creature that you can see within range. You pull iron of the following effects.
particles from the ground and wrap bands of iron around the Transmute Rock to Mud: Nonmagical rock of any sort in the
creature. The target must succeed on a Strength saving throw area becomes an equal volume of thick and flowing mud that
against your Bending Save DC or be paralyzed for the remains for the techniques’s duration.
duration. At the end of each of its turns, the target can make If you use the technique on an area of ground, it becomes
another Strength saving throw. On a success, the technique muddy enough that creatures can sink into it. Each foot that a
ends on the target. creature moves through the mud costs 4 feet of movement,
Wall of Stone and any creature on the ground when you use this technique
15th-Level Earthbending must make a Strength saving throw. A creature must also
make this save the first time it enters the area on a turn or
Casting Time: 1 Action ends its turn there. On a failed save, a creature sinks into the
Range: 120 Feet mud and is restrained, though it can use an action to end the
Duration: Concentration, up to 10 minutes restrained condition on itself by pulling itself free of the mud.
Cost: 2 Neutral Jing If you use the technique on a ceiling, the mud falls. Any
You pull massive slabs of stone from the earth beneath you, creature under the mud when it falls must make a Dexterity
creating a wall. The wall is 6 inches thick and is composed of saving throw. A creature takes 4d8 bludgeoning damage on a
10 10-foot-by-10-foot panels. Each panel must be contiguous failed save, or half as much damage on a successful one.
with at least one other panel. Alternatively, you can create 10- Transmute Mud to Rock: Nonmagical mud or quicksand in
foot-by-20-foot panels that are only 3 inches thick. the area no more than 10 feet deep transforms into soft stone
If the wall cuts through a creatures space when it appears, for the technique’s duration. Any creature in the mud when it
the creature is pushed to one side of the wall (your choice). If a transforms must make a Dexterity saving throw. On a failed
creature would be surrounded on all sides by the wall (or the save, a creature becomes restrained by the rock. The
wall and another solid surface), the creature can make a restrained creature can use an action to try to break free by
Dexterity saving throw. On a success, it can use its reaction to succeeding on a Strength check (DC 20) or by dealing 25
move up to its speed so that it is no longer enclosed by the damage to the rock around it. On a successful save, a creature
wall. is shunted safely to the surface to an unoccupied space.
The wall can have any shape you desire, though it can't
occupy the same space as a creature or object. The wall Roku's Incineration
doesn't need to be vertical, or rest on an firm foundation. 15th-Level Earthbending
Thus, you can use this technique to bridge a chasm or create a
ramp. Casting Time: 1 Action
If you create a span greater than 20 feet in length, you must Range: 60 Feet
halve the size of each panel to create supports. You can Duration: Instantaneous
crudely shape the wall to create crenellations, battlements Cost: 4 Neutral Jing
and so on. Reaching deep beneath you, you pull on the nearest source of
The wall is an object made of stone that can be damaged molten earth. This lava erupts from beneath a creature in
and thus breached. Each panel has an AC 15 and 30 hit points range that you can see.
per inch of thickness. Reducing a panel to 0 hit points That creature must make a Dexterity saving throw. On a
destroys it and might cause connected panels to collapse at failed save, the target takes 10d6 + 40 fire damage. If this
the DM's discretion. damage reduces the target to 0 hit points, it is incinerated.
If you maintain your concentration on this technique for its An incinerated creature and everything it is wearing and
whole duration, the wall becomes permanent and cannot be carrying, except magic items, are reduced to a smoldering pile
dispelled. Otherwise, the wall crumbles when the technique of ash.
ends.

8
Level 18 Stoneform
18th-Level Earthbending
Earthshaping Casting Time: 1 Action
18th-Level Earthbending Range: Self
Casting Time: 1 Action Duration: Concentration, up to 10 minutes
Range: 120 Feet Cost: 3 Neutral Jing
Duration: Concentration, up to 2 hours Until the technique ends, bits of rock spread across your body,
Cost: 3 Neutral Jing and you gain the following benefits:
Choose an area of terrain no larger than 40 feet on a side You have resistance to bludgeoning, piercing, and slashing
within range. You can reshape dirt, sand, clay, or stone in the damage from nonmagical weapons.
area in any manner you choose for the duration. You can raise You can use a bonus action to create a small earthquake on
or lower the area's elevation, create or fill in a trench, erect or the ground in a 15-foot radius centered on you. Other
flatten a wall, or form a pillar. The extent of any such change creatures on that ground must succeed on a Dexterity
can't exceed half the area's largest dimension So, if you affect saving throw or be knocked prone.
a 40-foot square, you can create a pillar up to 20 feet high, You can move across difficult terrain made of earth or
raise or lower the square's elevation by up to 20 feet, dig a stone without spending extra movement. You can move
trench up to 20 feet deep, and so on. It takes 10 minutes for through solid earth or stone as if it was air and without
these changes to complete. destabilizing it, but you can’t end your movement there. If
At the end of every 10 minutes you spend concentrating on you do so, you are ejected to the nearest unoccupied space,
the technique you can choose a new area of terrain to affect. this technique ends, and you are stunned until the end of
Because the terrain's transformation occurs slowly, your next turn.
creatures in the area can't usually be trapped or injured by the
ground's movement. Earthquake
Rocks and structures shift to accommodate new terrain. If 18th-Level Earthbending
the way you shape the terrain would make a structure Casting Time: 1 Action
unstable, it might collapse. Range: 500 Feet
Similarly, this technique doesn't directly affect plant growth. Duration: Concentration, up to 1 minute
The moved earth carries any plants along with it. Cost: 5 Neutral Jing
Bones of the Earth You create a seismic disturbance at a point on the ground that
18th-Level Earthbending you can see within range. For the duration, an intense tremor
Casting Time: 1 Action rips through the ground in a 100-foot-radius circle centered on
Range: 120 Feet that point and shakes creatures and structures in contact with
Duration: Instantaneous the ground in that area.
Cost: 3 Neutral Jing The ground in the area becomes difficult terrain. Each
creature on the ground that is concentrating must make a
You cause up to six pillars of stone to burst from places on the Constitution saving throw against your Bending Save DC. On
ground that you can see within range. Each pillar is a cylinder a failed save, the creature’s concentration is broken.
that has a diameter of 5 feet and a height of up to 30 feet. The When you use this technique, and at the end of each turn
ground where a pillar appears must be wide enough for its you spend concentrating on it, each creature on the ground in
diameter, and you can target ground under a creature if that the area must make a Dexterity saving throw. On a failed save,
creature is Medium or smaller. Each pillar has AC 5 and 30 the creature is knocked prone.
hit points. When reduced to 0 hit points, a pillar crumbles into This technique can have additional effects depending on the
rubble, which creates an area of difficult terrain with a 10-foot terrain in the area, as determined by the DM.
radius that lasts until the rubble is cleared. Each 5 foot Fissures: Fissures open throughout the technique’s area at
diameter portion of the area requires at least 1 minute to clear the start of your next turn after you use the technique. A total
by hand. of 1d6 such fissures open in locations chosen by the DM.
If a pillar is created under a creature, that creature must Each is 1d10 x 10 feet deep, 10 feet wide, and extends from
succeed on a Dexterity saving throw against your Bending one edge of the technique’s area to the opposite side. A
Save DC or be lifted by the pillar. A creature can choose to fail creature standing on a spot where a fissure opens must
the save. succeed on a Dexterity saving throw or fall in. A creature that
If a pillar is prevented from reaching its full height because successfully saves moves with the fissure’s edge as it opens.
of a ceiling or other obstacle, a creature on the pillar takes A fissure that opens beneath a structure causes it to
6d6 bludgeoning damage and is restrained, pinched between automatically collapse (see below).
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.

9
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.

10
Change Log and Credits
Change Log
Version 2.0
General Class Changes
Changed the class's resource from spending points of your
constitution score to a new resource called Neutral Jing
that builds up every turn that you are in combat. This
should be less complicated and more in-line with the
essence of Earthbending.
Changed Combat meditation to Patience of the Mountain.
This needed to be changed since the class resource
changed. Since Neutral Jing doesnt normally build up until
you are in combat, this ability grants you Neutral Jing
outside combat for a short period of time so you can still
use your earthbending abilities outside of combat. I limited
it to once per short rest for balance.
Changed all abilities to spend Neutral Jing instead of
Constitution
Slightly weakened a few earthbending techniques to be
more in line with the new way Neutral Jing is generated.
Call of the Badgermole Changes
Changed the (Strength Modifier + 2) to AC of Shield of
Stone to just (Strength Modifier) to AC to slightly lower the
top end AC of the subclass.
Credits
Class Flavor Text:
http://avatar.wikia.com/wiki/Earthbending
Toph Beifong Artwork: MCAshe

(https://mcashe.deviantart.com/)
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