Feats of Elemental Earth
Black Earth Guard Training: Promotion
The foot soldiers of the Black Earth rarely rise through the ranks of the cult -- a reflection of the cult's outlook on progress: "slow and deliberate". Never the less, your special talents have not gone unnoticed. You gain one of the following feats representing this talent: Insipring Leader, Mage Slayer, Tough, War Caster, Athlete, Alert, Charger, Dual Weilder, Durable, Elemental Adept, Heavy Armor Master, Martial Adept, Mobile, Resilient, Savage Attacker, Shield Master, Tavern Brawler, Weapon Master
Black Earth Guard Training: Earth Bound
Your connection to elemental earth extends beyond the meta-physical and manifests in the following ways:
- Your Strength or Constitution score increases by 1.
- When you are moved by a physical effect against your will. The total distance moved is reduced by half (rounded down)
- Alternatively, when you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.
Burrowshark Training: Deadly Leap
Elite warriors of the earth cult, burrowsharks ride trained bulettes into battle. While their powerful mounts rend and tear foes to pieces, burrowsharks leap to the ground and cut down their foes without mercy. Your bond with burrowsharks are so strong that you begin to adopt their combat techniques.
- You gain a special attack that can be used as part of the Attack action. Choose a target within your remaining movement, if you make a long jump of at least 10 feet and hit the target with a melee weapon attack, instead of its normal damage every creature within 10 feet of the target, excluding yourself, takes an amount of bludgeoning damage equal to your Strength modifier and the target is pushed back 5 feet.
Stonemelder Training: Black Earth Rod
Prerequisites: 1st level spell slot or higher
You have shown great promise in earth magic and underwent training as a Stonemelder, elite champions of the cult and answer only to the cult leaders. When you take this feat, you are given a special warhammer known as a Black Earth rod. This weapon functions as an ordinary warhammer, but in your hands you gain the following benefits:
- When you hit a creature with the Black Earth rod, you may expend a spell slot to deal extra damage and turn all damage dealt magical. This deals an additional 1d8 bludgeoning damage for each level spell slot expended.
Hellenrae's Training: Parry and Counter
Hellenrae is Marlos' chief lieutenant, and despite her dour, unsmiling exterior, her training in hand-to-hand combat is second to none. You gain the following benefits:
- As a reaction when you are targeted by a melee or ranged weapon attack, you enter a defensive stance. If that attack misses you, you can make one melee attack against the attacker if it is within your reach
Hellenrae's Training: Sixth Sense
Hellenrae has taken the philosophy of self-denial and emptiness of mind to extremes. She has taught you how to quiet your mind and perceive what is truly around you. You gain the following benefits:
- You gain blindsight out to a distance of 10 feet.
- Additionally, within your blindsight radius you sense the presence of magic which manifests as a faint, warm glow.
Miraj's Training: Clay Husk
Miraj, Marlos' second in command, fancies himself a "mud sorcerer" and has trained you in the basics of earth and water manipulation and stresses, above all, survival. You gain the following benefits:
- As a reaction after taking damage, you may move up to 10 feet (this movement does not provoke opportunity attacks), leaving in your place a thin facsimile of yourself. This husk is an object which blocks movement and has 5 AC, 1 HP, and automatically fails any saving throws or checks.
Miraj's Training: Wall of Mud
Miraj's study of earth and water sorcery has resulted in new and unique forms of magic. You showed promise, and he has enlightened you. You gain the following benefit:
- As an action, you can create up to five 10 foot by 10 foot panels of mud following the wall of stone spell. This feature may be used multiple times but can hold concentration for any number of simultaneous mud panels at once. Once you have created five panels using this feature, you are unable to use this feature again until you finish a long rest.
Marlos' Training: Commanding presence
Prerequisite: Requires a Charisma score of 13 or higher
Your mere presence on the battlefield drives your allies forward. You gain the following benefits:
- Increase your Constitution or Charisma score by 1, to a maximum of 20.
- You gain a bonus to initiative equal to your Charisma modifier.
- You can use the Help action as a bonus action. Alternatively, if you use the Help action as an Action, you may aid an ally in attacking a creature within 30 feet of you, if the creature can see or hear you.