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# Primal Path: Earth Shaker Earth Shakers see their rage as a form of ancient magic as primal as the earth itself. They view ancient creatures, especially Stone Giants, as masters of this magic. In battle, Earth Shakers are able to mimic the powers of giants, shaking the very earth they walk on and even growing to massive sizes to crush their enemies. However, Earth Shakers find peace outside of combat, recording ancient history on great monoliths of stone, or even slowly shaping the world around them as a sculptor shapes a vase. ### Quaking Steps When you choose this path at 3rd level, you can strengthen your steps to shake the very earth you walk on. If you move no more than half your speed on your turn, the first time you move within 5 feet of a creature it must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or take 1d6 bludgeoning damage and fall prone. On a successful save a creature takes half damage and does not fall prone. ### Memory of Stone Also at 3rd level you have learned to remember the world the way the giants do. You gain proficiency in Mason’s tools and gain double your proficiency bonus when using them to create carvings of your own. You also gain proficiency in Intelligence (History) skill checks, and may add double your proficiency bonus on checks made to remember a piece of history more than 500 years old.
> Art Credit: Travis M Couch
\columnbreak ### Mountain Body At 6th level the old magic of giants is infused into your rage. When you enter a rage, you gain the benefits of the Enlarge portion of the Enlarge/Reduce spell until your rage ends. All of your gear grows along side you. While your size is increased by this ability, your Quaking Steps feature affects creatures within 10 feet and deals an additional 1d6 damage. ### Stone Skin Starting at 10th level, your skin turns hard as stone. While you are not wearing armor, the damage you take from non magical bludgeoning, piercing, and slashing damage is reduced by 3 (after applying any resistances). ### Carve Earth When you reach 14th level you have attuned yourself to the earth to such a degree that you can alter it with ease. You may enter a trance as an action during which time you cannot move, but you gain the effects of the Move Earth spell with added ability to manipulate stone and create intricate stoneworks as if they had been made using your mason’s tools. Your trance can last for up to 2 hours. Once you use this feature you cannot use it again until you complete a long rest.
> ##### Moving Rock > The Carve Earth ability can allow for the creation of complex buildings, mountains, or even grand monoliths carved with years of history. However, using it to create a new path through a dungeon has the chance to cause a massive cave in. Carve underground at your own risk.
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