Earthfeeler (5e Class)

This page is incomplete and/or lacking flavor. Reason: The 15th level feature must be better defined. What is an "earth creature"? What type of action i should use to summon? There's a limit of creatures i can summon? What's the range of the summon?


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Earthfeeler

A young dwarf throws a dagger made from stone to defend from the orcs. A human leads her team through a cavern of a million turns with her earthen magic. An elderly group of men and women focus their energy to create a stone giant around them, finally resting as the giant hides their secrets. These are the Earthfeelers.

Earthen Warriors

You've become so attuned to the element of earth that it has become a part of you. Such a powerful force inside your body and mind, it's almost too much to handle. You work hard to keep it under control, but it always appears effortless. You know everything about the Earthen magic and the skill that goes into molding it from the gods, and you also know that you've been chosen by the element to carry out its missions.

Creating an Earthfeeler

You're holding a massive amount of energy inside you, that much is given. But were you taught to control it, or did you learn alone? Do you have many trusted friends to help out with it, or do you feel alone? And what about the power inside you? Does it come from within or the world outside? How did you come into contact with the Earthen element?

Quick Build

You can make an Earthfeeler quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose either the Outcast or Sage backgrounds.

Class Features

As a Earthfeeler you gain the following class features.

Hit Points

Hit Dice: 1d8 per Earthfeeler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Earthfeeler level after 1st

Proficiencies

Armor: light, medium
Weapons: all
Tools: none
Saving Throws: Strength and Constitution
Skills: Choose any 2 from the following: Athletics, Animal Handling, Nature, Medicine, and Survival.

Equipment

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

  • (a) Warhammer or (b) Longbow and 20 arrows
  • (a) Greataxe or (b) 2 handaxes
  • (a) Heavy crossbow and 20 bolts or (b) longsword
  • If you are using starting wealth, you have 2d4x10 in funds.

Table: The Earthfeeler

LevelProficiency
Bonus
FeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting32
2nd+2Geo Location33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Granite Armor (1/day)4433
7th+3Stone Shape (1/day)44331
8th+3Ability Score Improvement44332
9th+4Meteor Bomb (1/long rest)443331
10th+4Stone Strike (1/day)543332
11th+4Granite Armor (2/day)5433321
12th+4Ability Score Improvement5433321
13th+5Meteor Bomb (2/long rest)54333211
14th+5Stone Shape (2/day)54333211
15th+5Stone Summon643332111
16th+5Ability Score Improvement643332111
17th+6Meteor Bomb (3/long rest)6433321111
18th+6Stone Strike (2/day)6433331111
19th+6Ability Score Improvement, Granite Armor (3/day)6433332111
20th+6Earth Form6433332211

Spellcasting

At 1st level, your connection with the natural earth empowers you and allows you to take advantage of its magic.

Cantrips

At 1st level, you know three cantrips from the Earthfeeler Spell List. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the earthfeeler table.

Casting Spells

The earthfeeler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Learning Spells of 1st Level and Higher

Each time you gain access to a new level of spell, you learn a single spell chosen from the druid or Earthfeeler Spell List of the appropriate level.

Spellcasting Ability

You use Strength as your spellcasting ability for your earthfeeler spells, since the power of your spells relies on your ability to project your will into the earth and manipulate it. You use your Strength whenever a spell calls for your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for an earthfeeler spell cast and for setting an attack roll for one.

Spell save DC = 8 + your proficiency bonus + your Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.

Geo Location

You can always tell where you are because you feel with the earth itself. Starting 2nd level, you cannot become lost except by magical means on land. This effect does not extend to air or water travel.

Ability Score Increase

When you reach 4th level, and again at 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. As normal, you can't increase an ability score above 20 using this feature.

Granite Armor

At 6th level, you can use the stones around you to make another layer of armor, giving yourself +5 bonus to AC for 1 minute.

Stone Shape

At 7th level, you are able to cast the spell stone shape without spend a spell slot and without material components. You can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 14th level

Meteor Bomb

Starting at 9th level, you are able to call stones from the heavens. Meteors crash down in a point you can see within 60 feet, and all creatures in a 10-foot radius must make a Dexterity saving throw against your spell save DC, or take 1d10 bludgeoning damage plus 1d6 fire damage on a failed save, or half as much on a successful one. You can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Stone Strike

Starting at 10th level, you can call up a cylinder of earth in a point you can see within 60 feet, that has a diameter of 5 feet and a height of up to 15 feet. All creatures in the area must 1d12 bludgeoning damage. You can use this feature twice between long rests starting at 18th level

Stone Summon

At 15th level, you have gained the ability to call a creature from the stone. You can summon any monster below a challenge rating of 3 made from stone, in a unnocupied space within 5 feet of you. This monster has immunity to bludgeoning damage, but weakness to fire damage and is completely loyal to you.

Earth Form

You have learned how to mold the earth to your will. Once per long rest you can change the earth around you in any way you choose, but you can only make the effect 10 feet by 10 feet, or something proportional such as 15 feet by 5 feet.

Earthfeeler Spell List

I actually got this spell list from a friend of mine, Blobby383b. Thanks, buddy! Along with the druid spells, you can use these spells as well. In fact, this spell list was geared towards earthen warriors, such as the Earthfeeler.

Cantrips

mending, minor illusion, mold earth[1]

1st Level

color spray, comprehend languages, cure wounds, earth tremor, detect magic, detect poison and disease, disguise self, entangle, feather fall, fog cloud, healing word, longstrider, purify food and drink, silent image, sleep, stone bolt

2nd Level

alter self, blindness/deafness, calm emotions, detect thoughts, knock, lesser restoration, locate object, stone sleep, web

3rd Level

clairvoyance, dispel magic, glyph of warding, major image, mass healing word, melf's minute meteors[2], nondetection, protection from energy, remove curse, tongues,

4th Level

banishment, blight, compulsion, confusion, dimension door, divination, hallucinatory terrain, locate creature, polymorph, resilient sphere, stoneskin

5th Level

awaken, animate objects, contact other plane, dispel evil and good, greater restoration, insect plague, mass cure wounds, modify memory, scrying, seeming Earthen Prison (5e Spell)

6th

find the path, guards and wards, heal, instant summons, move earth,

7th

forcecage, magnificent mansion, plane shift, regenerate, reverse gravity, sequester, symbol,

8th

antimagic field, demiplane, earthquake, maze

9th

foresight, gate, imprisonment, true polymorph

References

  1. D&D 5e XGtE pp.162-3
  2. D&D 5e XGtE pp.161

Multiclassing

Prerequisites. To qualify for multiclassing into the Earthfeeler class, you must meet these prerequisites: Strength 13 or up.

Proficiencies. When you multiclass into the Earthfeeler class, you gain the following proficiencies: heavy armor, martial weapons

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