Earthshaker
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Earth Manipulation, Rock Bowl |
| 2nd | +2 | Stone Harden |
| 3rd | +2 | Earthshaker Archetype |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Meteorite Might |
| 7th | +3 | Earthshaker Feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Grounded Presence |
| 10th | +4 | Earthshaker Feature |
| 11th | +4 | Earth Manipulation Improvement |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Earthshaker Feature |
| 14th | +5 | Stonestride |
| 15th | +5 | Grounded Presence Improvement |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Master of the Earth |
| 18th | +6 | Earthshaker Feature |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Worldshaker |
Creating an Earthshaker
Harnessing the raw power of the earth itself, the Earthshaker channels seismic might to devastate foes and shape the battlefield. Partially petrified, their core pulses with geological fury, a testament to their unwavering bond with the stone. Masters of geomancy, these formidable warriors are the living embodiment of the earth’s primal fury.
Class Features
As an Earthshaker, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Earthshaker level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Earthshaker level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, Martial weapons
- Tools: Cartographer's Tools, Jeweler's Tools
- Saving Throws: Strength, Constitution
- Skills: Choose two skills from Athletics, Insight,
- History, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a morningstar or (b) a war pick
- (a) two light hammers or (b) a sling
- (a) a explorer's pack, (b) a dungeoneer's pack
Multiclassing
You must have a Strength score of 13 or higher in order to multiclass in or out of this class.
Earth Manipulation
At 1st level, your earth core has granted you the power to manipulate the ground around you.
You gain the following benefits while you are at least 100ft away from ground:
-
Can cast the "Mold Earth" spell at will at that range
-
Cause the ground to harmlessly shake for 1 minute
-
As an action, you can erect a small 2ft barrier from the ground (Half cover, 5 ft max width, AC 15, HP 20)
- At 11th level: AC 17, HP 40, and you can spend an action to either repair 15 HP, or increase the cover by 1/4 (gaining 2ft of height).
- At 11th level: AC 17, HP 40, and you can spend an action to either repair 15 HP, or increase the cover by 1/4 (gaining 2ft of height).
Rock Throw
Beginning at 1st level, you can carve the earth and throw large rocks at an opponent. Once per turn as an action, you can pick up and throw a rock at a range of 30/120 for 1d8 bludgeon damage. You must have a free hand and be standing on manipulable ground to use this ability.
You can choose to bowl the rock instead of throwing it. If you do, you use your Strength modifier to determine the attack bonus. On hit, the target receives damage and must make a Strength saving throw. On a failed save, it is knocked prone.
Harden
Starting at 2nd level, you've mastered the ability to temporarily transform your skin into stone. As a reaction when you take slashing, piercing, or bludgeoning damage, you can roll a d10 and add your Constitution modifier. The total is subtracted from the damage taken. You can use this ability a number of times equal to your proficiency bonus per short or long rest.
Earthshaker Archetype
At 3rd level, you choose a core that will override and adapt your body. Choose Metallic, Molten, Crystalline, Verdant or Aftershock, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 13th and 18th level.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Meteorite Might
Starting at 6th level, you can harness the power of the to shift the earth of manipulable ground. As an action, you can either:
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Move a creature or object no larger than Large towards or away from you in a line up to 30 feet.
-
You can cast a modified version of the "Earth Tremor" spell at will. This version affects a 15-foot radius and does not deal damage.
Grounded Presence
By 9th level, you have advantage on saving throws against being knocked prone. Additionally, enemies have disadvantage on saving throws and skills when you attempt to knock them prone.
At 15th level, your speed increases by 10 feet while on manipulable ground, and you are unaffected by difficult terrain that you can manipulate.
Stonestride
Starting at 14th level, when you move, you can choose to leave a trail of craters that unbalance foes. This trail creates difficult terrain and forces creatures that enter it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they fall prone.
Master of the Earth
At 17th level, you can cause massive shifts in the earth, creating chasms or raising walls. As an action, within a range of 120 feet and with manipulable ground, you can cast the following without the requiring components:
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Bones of the Earth
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Move Earth
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Stone Shape
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Wall of Stone
You can cast two of these spells per short rest.
Worldshaker
By 20th level, you can perform a ritual that affects the terrain in a 1-mile radius, reshaping it to your will as the ritual goes on. This transformation can include creating or closing chasms, raising or lowering the ground, altering the landscape's natural features, and more depending on the ground you are able to manipulate. The ritual requires 1 hour to complete, and the changes are permanent if the ritual is finished. You can perform this ritual once per long rest.
Earthshaker Archetypes
As an Earthshaker, your bond with the earth manifests through a unique core that reshapes and empowers your very being. Choose from: Choose Metallic, Molten, Crystalline, Verdant or Aftershock
Metallic
Infuse your body with the unyielding strength and resilience of metal, becoming a living embodiment of forged might. Your core and limbs glimmers with a metallic coating, granting you unparalleled durability and offensive power.
Controlled Density
3rd level Metallic feature
You can manipulate metals as if they were earth and your structures or barriers can be created out of metal; increasing their AC by 2.
Bulldozer
3rd level Metallic feature
With each strike, your unarmed attacks hammer with immense force, showcasing your raw power. You gain the following abilities:
-
You can make unarmed strikes as a bonus action.
-
Your unarmed strikes and rock throws now deal an additional 1d4 bludgeon damage.
-
After making an unarmed strike, you can force your target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Superharden
7th level Metallic feature
When you use your reaction to Harden, your form grants you enhanced resilience. Increase the Harden dice to a d12 and add twice your Constitution modifier.
In addition, your unarmed strikes and rock throws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Anchor
10th level Metallic feature
You cannot be knocked prone, petrified, paralyzed or moved unwillingly by another creature.
Reinforcement
13th level Metallic feature
You gain 2 AC, resistance to bludgeon damage and immunity to fall damage
Unbreakable
18th level Metallic feature
You can use Harden as a bonus action to gain temporary hit points equal to the total. These temporary hit points last 1 minute from the last use of Harden.
In addition, as an action, if you have already used Harden as a bonus action, you can choose to petrify yourself in metal. While petrified in this way, you are aware of your surroundings and immune to all damage. This petrification lasts for up to 10 minutes or until you end it (no action required).
















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Molten
Channel the raw, fiery essence of molten lava, transforming your core into a blazing powerhouse. Your core and limbs radiate intense heat, seeping through cracks in a hardened shell of cooled magma.
Magmaforce
3rd level Molten feature
You can manipulate lava as if it were earth and your structures or barriers can be created out of lava; illuminating a 15-foot radius with dim light. Additionally, they deal 2d10 fire damage to any creature that touches them.
Blast Furnace
3rd level Molten feature
Objects you pick up can immediately radiate in heat:
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When you preform an attack with a metallic object, you deal an additional 1d4 fire damage.
-
You and any metal object you carry illuminate with a 5-foot radius of dim light.
-
You can cast the "Heat Metal" spell at will, but its range is reduced to touch and you can only maintain concentration for as long as you remain in contact. You are immune to the damage caused by this spell.
Heat Vent
7th level Molten feature
When you use your reaction to Harden, your fiery spirit surges. You may immediately take the Attack action as part of the same reaction.
Blaze Accelerator
10th level Molten feature
Your intense heat control enables you and up to two creatures you are touching to walk on lava without suffering damage. This feature requires concentration to use and maintain.
Starting at 14th level, when you use the Stonestride feature to leave craters, you can choose to have those craters filled with lava.
Volcanic
13th level Molten feature
You gain resistance to fire damage and immunity to damage from lava.
Eruption
18th level Molten feature
You can take the Ready action to heat up your core, making you glow and radiate heat casting 30ft of bright light. You can retain this heat throughout rounds by maintaining concentration. Then next time you suffer damage (before concentration check) you can trigger that reaction to erupt, casting the "Erupting Earth" spell centered on yourself. You are immune to the damage from this spell, and you can change the damage type to fire.
Crystalline
Harness the purity and brilliance of crystals to enhance your abilities. Your body is adorned with shimmering crystal formations, granting you refined control and reflective prowess, turning you into a beacon of focused energy.
Protective Coating
3rd level Crystalline feature
You can now manipulate gems and crystals as if they were earth and your structures or barriers can be created out of the same crystal encasing your core; they have resistance against all non-physical damage
In addition, Harden now works against all damage types.
Nightlight
3rd level Crystalline feature
As an action, you can cast the following spells from any crystal within 100ft without the requiring components:
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Light: You can cast this spell at will.
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Faerie Fire: Starting at 13th level, you can cast this spell up to 3 times per long rest.
Shine
7th level Crystalline feature
When you use your reaction to Harden, you can force all creatures within 10 feet of you to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be blinded until the end of the attacking creature's next turn.
Reflective Surface
10th level Crystalline feature
Your structures and barriers now have the ability to reflect ranged attacks and ranged spell attacks. When those attacks hit one of your structures or barriers and does not beat its AC, the attack is reflected back at the sender. The sender must then make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or receive the same damage it would have dealt.
Refractive Skin
13th level Crystalline feature
You have honed the ability to manipulate the colors of your skin, allowing you to blend seamlessly into your surroundings. You can cast "Blur" and "Invisibility" without requiring components by transforming the colors of your skin
Each use allows you to cast either Blur or Invisibility. Once you have used this ability 2 times, you cannot use it again until you finish a long rest.
Crystallize
18th level Crystalline feature
You can cast the spell "Flesh to Stone" without requiring components, but the creature begins turning into crystal instead of stone. Additionally, you must be physically touching the creature to maintain concentration.
Verdant
Draw upon the life-giving force of nature, integrating your essence with the vitality of the earth. Vines and foliage weave through your body, symbolizing your deep connection to nature and granting you vegetative and adaptive powers.
Nature's Embrace
3rd level Verdant feature
You can now manipulate wood and plants as if they were earth and your structures or barriers can be created out wood; they have an additional 20 HP, but are vulnerable to fire damage.
Vine Restraint
3rd level Verdant feature
As an action you can force a creature within 15 feet of your wooden structures or barriers to make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, the creature becomes restrained by vines. A creature restrained by this ability may repeat the saving throw at the end of their turn.
When you successfully grapple a creature, you can use both arms to restrain your target in ivy. If you release one hand, the target is no longer restrained.
Thornskin
7th level Verdant feature
When you use your reaction to Harden, thorns burst from your body, dealing 1d8 piercing damage to the attacker and any other creature that attacks you until the end of your next turn.
At 13th level, the damage increases to 2d8, and at 18th level, it increases to 3d8.
Root Cause
10th level Verdant feature
You are perpetually protected by nature. You always have the "Barkskin" spell active on you without requiring concentration. Additionally, you can expend a use of Harden to cast "Plant Growth" or "Speak with Plants" without requiring components.
Wood Stride
13th level Verdant feature
As an action, you can cast a modified version of the "Tree Stride" spell without components by expending a use of Harden. This version allows you to enter and exit from structures and barriers you create.
Botanical Guardian
18th level Verdant feature
Your bond with nature reaches its zenith. As an action, you call upon the living essence of the earth to create a protective grove around you. When you activate this ability, you cast the Druid Grove spell without expending any components.
Once you use this feature, you can’t do so again until you finish a long rest.
Aftershock
Harness the chaotic energy of seismic activity, transforming your core into a nexus of violent tremors. Become a harbinger of quakes, capable of unleashing devastating shockwaves and altering the battlefield, embodying the earth's primal fury.
Momentous Power
3rd level Aftershock feature
When you adopt this core at 3rd level, you learn to channel potent seismic spells using the raw force of your hardened resolve. You gain knowledge of two Momentous Power spells of your choice from the list below. Each time you cast a Momentous Power spell, you must expend a number of Harden uses equal to the spell’s level, but the spell is cast without material components.
At 7th, 10th, 13th, and 17th levels, you learn one additional Momentous Power spell of your choice. You can update your list of prepared Momentous Power spells after finishing a long rest by spending 1 minute per spell level for each spell you wish to change.
Stone Shrapnels
7th level Aftershock feature
You can now detonate your structures or barriers by expending a use of Harden; shrapnels fly in a 15ft radius and to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 2d8 piercing damage and half as much on a successful save.
Additionally, when you hit a target with your Rock Throw, you can choose to trigger a similar detonation by expending a use of Harden. As a bonus action after hitting a target with Rock Throw, send shards of stone cascading outward from the impact hitting everything in range except the target.
Seismometer
10th level Aftershock feature
Your connection to the vibrations of the earth sharpens, granting you tremorsense out to 60 feet. Moreover, by spending 10 minutes in focused meditation, you can temporarily double this range. For 1 minute after your meditation, the enhanced range applies not only to your tremorsense but also to the range of your Rock Throw and any spells you cast.
Siesmic Shift
13th level Aftershock feature
As a bonus action, you can exchange the position of you and any one creature or object on the ground and within your tremorsense range.
Epicenter
18th level Aftershock feature
Unleash your ultimate seismic fury. As an action, you can cast the Earthquake spell centered on yourself without requiring any components and you are immune to the spell’s own effects.
Once you use Epicenter, you cannot use it again until you finish a long rest.
1st Level
- Catapult
- Earth Tremor
- Tenser's Floating Disk
2nd Level
- Dust Devil
- Earthbind
- Maximillian's Earthen Grasp
3rd Level
- Meld into Stone
- Melf's Minute Meteors
- Wall of Sand
4th Level
- Stoneskin
- Gravity Sinkhole
- Summon Elemental (Earth)
5th Level
- Bigby's Hand (Stone)
- Creation
- Transmute Rock
6th Level
- Globe of Invulnerability
- Gravity Fissure
- Investiture of Stone



















Earthshaker
Forged in stone and tempered fury, Earthshakers wields the raw might of the land to reshape battlefields. By hurling boulders, splitting the ground, and raising fortifications, this geomantic warrior bends the earth to their will.
Images Credits:
Page 1 and Back Cover: Sergey Svistunov; MK Tremor Fan Art
Page 2: Jake Murray; Stoneskin MTG Card Art
Page 3: Adi Granov; AVX: Consequences #3 Colossus Variant Cover
Page 4: Hidden Artist; Laval Lancelord Yu-gi-oh Card Art
Page 5: Romeo Gonzalez; Tremor Crystalline Fan Art
Page 6: Dave Wilkins; DC Swamp Thing Premium Art
Page 7: Jason A. Engle; Seismic Rupture MTG Card Art
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