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Patient Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your Constitution modifier.
Elemental Arts
At 1st level, your practice of bending arts has earned you some special abilities.
You can use Dexterity instead of Strength for attack and damage rolls when making an attack
you are proficient in.
Knock Down When you hit an enemy in melee using the Attack action or an Advanced
Technique of level 1 or higher that requires an attack roll, you can take a bonus action to
attempt to knock your opponent prone. They must make a Dexterity Saving Throw against your
Save DC, which is calculated further down the page. If they succeed, they avoid all effects. If
they fail, they are knocked prone. The effects of failure grow more drastic as you level up, as
seen in the Knock Down column of the Earth Bender table.
Prone and Winded
It costs all of your target’s movement to get up.
Prone and Badly Winded
It costs all of your target’s movement to get up and the target must succeed a Constitution
Saving throw against your Save DC or not be able to use any reactions until the end of their next
turn.
Prone and Horribly Winded
It costs all of your target’s movement to get up and the target must succeed a Constitution
Saving throw against your Save DC or not be able to use any actions or reactions until the end
of their next turn. A success results in them being able to use their actions, but not their
reactions.

Emergency Armor: When you are hit by a ranged attack, melee attack, or spell attack that you
are aware of, you can attempt to block the attack without using an action or reaction by rolling
your Emergency Armor die, found in the Emergency Armor column of the Earth Bender table.
Whatever you roll increases your AC by that much against that one attack. You can use this
ability a total number of times equal to your Constitution modifier, then you must complete a
long rest before using this feature again.

You know the Basic Technique mold earth, which does not count towards your Basic
Technique limit shown in the Basic/Advanced column of the Earth Bender table.
Chi
At 2nd level, you can start using more advanced Earth Bending techniques. The amount of
energy that you have to bend is measured by your number of chi points. Your Earth Bender
level determines the number of points you have, as shown in the Chi Points column of the Earth
Bender table.
You can spend chi points to fuel various Earth Bending features. You start knowing three such
features: Rumble, Rock Boots, and Earthen Armor. You learn more Earth Bending features as
you level up.
When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of
which you draw all of your expended chi back into yourself. You must spend at least 30 minutes
of the rest meditating to regain your chi points.
Some of the Earth Bending features require you to make a ranged bending attack to hit your
target or your target to make a saving throw to resist the feature’s effect. The bending attack
bonus and save DC are calculated as follows:
Bending Abilities
Dexterity and Constitution are your bending abilities for your Earth Bender features and
techniques. You must be able to move as swiftly as a rock slide, but stand firm like a mountain,
unmoving against all opponents. You use Dexterity and Constitution whenever an Earth Bender
feature or technique refers to your bending ability. In addition, you use your Dexterity and
Constitution modifiers when setting the saving throw DC for an Earth Bender feature or
technique you use and when making an attack roll with a feature.
Bending Modifier
Dexterity modifier divided by 2 (rounded down) + Constitution modifier divided by 2 (rounded
up)
Bending Attack Bonus
Proficiency bonus + Bending Modifier
Save DC
Bending Attack Bonus + 8
Here are your first three Earth Bending features:
Rumble
When you make a melee attack, as a bonus action you can spend 1 chi point to have your attack
hit the ground to create a tremor. You can also do this as an action without making a melee
attack. Every creature within a 20-foot radius of you must make a Dex saving throw or be
knocked prone. You can expend extra chi points to increase the range of the rumble by 5-feet
per chi point or cause certain creatures not to be affected by the rumble, 1 chi point per creature.
Rock Boots
As a bonus action, you can expend 1 chi point to bend the earth around your feet to create boots
of rock. You can also use this on a willing creature, but it then acts as a concentration spell. The
target of this ability has advantage against being knocked prone or shoved. Also, while on solid
rock, the target’s movement speed increases by 10 feet. This buff lasts for 5 minutes.
Earthen Armor
As an action, you can expend chi points to bend earth onto yourself, raising your AC by the
number of chi points expended, but only up to half your Earth Bender level. This ability cannot
raise your AC by more than 5. If you are wearing light armor when using this ability, your AC
cannot be raised by more than 3. If you are wearing medium armor, your AC cannot be raised
by more than 2. If you are wearing heavy armor, your AC can only be raised by 1. You can use
this on a willing creature, but it then acts as a concentration spell. This armor lasts for 1 minute.
Solid Footing
Starting at 2nd level, when walking on earth, (rocks, solid/normal ground, etc.) terrain cannot be
difficult for you. You can use your bonus action to allow any ally within 15 feet to also have
this benefit while walking through the difficult terrain.
Earth Bending Subelement
At 3rd level, you chose a subelement. Choose between Metal Bending, Lava Bending, and Sand
Bending. All are detailed at the end of the class description. Your choice grants you features at
3rd level and again at 6th, 11th, and 17th level.
You will also get Advanced and Basic Earth Techniques at 3rd level. You start with 1 Basic
Technique and 2 Advanced Techniques. You can only choose Advanced Techniques that have a
level of 2 or lower. As your level increases, you will be able to learn higher level Earth
Techniques, as shown in the Technique Level column of the Earth Bender table, as well as have
more techniques prepared, as shown in the Basic/Advanced column of the Earth Bender table.
To use any given Advanced Technique requires you to consume a number of chi points equal to
the technique’s level. Basic Techniques do not require any chi points.
To do techniques at higher levels, you simply expend the chi cost to use it at that level.
However, you cannot do techniques at a higher level than you are capable of doing based on the
Technique Level column. For example, as a 3rd level Earth Bender, you could increase a 1st
level technique to a 2nd level, but you couldn't increase it to 3rd level technique.
When you gain a level in this class, you can choose one of the Advanced or Basic Earth
Techniques you know and replace it with another Advanced or Basic Technique from the Earth
Technique list, which also must be of a level for which you are capable of.
The only material you need is enough earth or rock that the DM deems necessary to do the
technique. Every technique has the "S" component, and never has a "V" component.
Seismic Senses
Starting at 3rd level, you have attuned your senses to feel vibrations in the earth caused by
others. You gain 30 feet of tremorsense as long as you are touching the ground and the ground
is made of earth or your subelement. You can pinpoint anything that is touching the ground
within that range.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice
instead.
Stuck in the Mud
Starting at 4th level, when you make a melee attack, you can use 2 chi point to swing your
attack to knock your target downwards into the ground. This only works when standing on
earth. The target must make a Strength saving throw. A failure leads to them becoming
restrained with their legs, tentacles, or whatever appendage that can be restrained stuck in the
rock. They can take an action on subsequent turns to try to succeed on a Strength saving throw
to break out of the rock.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
Earthen Attack
Starting at 6th level, you can use a simple, offensive Earthbending technique for close-combat.
You can attack by sending a hunk of earth or your subelement at a target within 5 ft. of you,
dealing 1d6 + Bending modifier points of bludgeoning damage. You use your Bending Attack
Bonus for this attack. This acts as a normal attack and is considered magical for the sake of
overcoming non-magical resistances and immunities.
Seismic Senses Upgrade
Starting at 7th level, your tremorsense increases to 60 feet. You can also now tell if someone is
lying or not by feeling their internal bodily movements through the earth. You make Insight
checks with advantage when detecting if someone is lying.
Also, when an enemy attempts to make a melee attack towards you, you can use your reaction
and consume 2 chi points to attempt to trap the attacker in earth before they hit you. The
attacker makes Dex Save against your save DC. If they succeed they attack as normal. If they
fail, they are encased in rock from their shoulders down and are considered restrained. They can
take an action in subsequent turns to make Strength Saving throws against your Save DC to
break out of the rock.
Redirect Earth
Starting at 7th level, you can use your reaction to attempt to bend any earth based attack or
attack that is composed of your subelement to be weakened or nullyfied. When you do so, the
damage you take from the attack is reduced by 1d10 + your Bending modifier + your Earth
Bender level.
If you reduce the damage to 0, you can spend 1 chi point to make a ranged bending attack
(range 20/60 feet) and redirect the attack as part of the same reaction. However, you need to
have at least one hand free in order to do that.
Only ranged attacks can be redirected at enemies, and trying to redirect any melee earth based
attack or melee attack composed of your subelement costs you 2 chi points. If you reduce the
damage to 0, you can spend another chi point to attempt to disarm the enemy by ripping the
weapon out of the attacker's hand. Target has to make a strength saving throw against your
Bending DC or be disarmed.
Shaky Landing
Starting at 8th level, when falling, you can use your reaction by spending 1 chi point to slam
your fists into the ground, creating a quake as you land. When you use this feature, you take no
fall damage. The radius of the quake is equal to half the height that you fell. Any creature within
range must make a Dex saving throw. A failure results in taking 1d6 per 10 ft. fallen force
damage, as well as being knocked prone. A success results in half damage and not being
knocked prone. Extra chi points can be used to keep certain creatures or objects safe from the
quake, 1 chi point per creature or object, or extending the quake radius by 5 foot increments per
chi point.
Sturdy Spirit
Starting at 9th level, you can take an action to stop an effect that is causing you to be stunned or
incapacitated.
Solid Soul and Solid Soles
Starting at 10th level, you are now immune to being knocked prone or being frightened.
Seismic Senses Upgrade II
Starting at 13th level, your tremorsense now increases to 90 feet and enables you to detect
vibrations in the ground to perceive objects, creatures, and other aspects of their environment,
essentially acting as sonar, but through earth and your subelement. You can now see in
complete darkness within 90 feet of you as if it were dim light without an action or reaction.
You tap your foot and can feel the vibrations bouncing off of objects in the room. If something
is floating or not touching earth or your sub-element, you can’t see it.
Earthly Detection
Starting at 13th level, you have studied long and hard on detecting others through the earth as
well as avoiding detection yourself. You gain proficiency in Perception and Stealth. If you were
already proficient with one or both of these skills, you now have double proficiency.
Elemental Weapon
Starting at 14th level, as a bonus action, you can expend 4 chi points to create a bludgeoning
weapon out of stone or earth. This weapon lasts 10 minutes. This weapon has a range of 10 feet.
You can land a critical hit with this weapon by rolling a 19 or a 20. When attacking with this
weapon, you can expend chi points to either increase accuracy rolls or damage rolls. Increasing
accuracy rolls to or above 19 does not cause a critical hit. 1 chi point results in an increase of 1
to the roll. The roll increase is only for the one attack. The weapon does not permanently gain
increased damage. To make an elemental weapon out of your subelement, you will have to
expend 6 chi points instead of 4.
If you use your subelement, the weapon gains some special attributes:
Metal
The damage rolls increase by 5 and the attack rolls increase by 2.
Lava
Every time you deal damage, you lower the targets armor by 1 AC until the armor is no longer
protecting them, and it melts. When the armor melts, you now deal 1d8 additional acid/fire
damage for every attack.
Sand
When you damage an opponent, they must make a Constitution saving throw or become blinded
and must use their action to make another saving throw to clear their eyes. This weapon lasts for
10 minutes.
Rock Strengthening
Starting at 15th level, you can consume 1 chi point, gather several rocks together and then
compress them to make a single, incredibly dense rock as a bonus action. When you use this
rock in an attack or an ability, the damage dice is treated as one category higher (1d6 changes to
1d8 etc, to a max of a d12). In addition, you can treat any 1 or 2 on a damage roll as a 3.
Shockwave
Starting at 18th level, you can use your action and 5 chi points to slam your fist into the ground,
creating a massive shockwave. The shockwave has a radius of 90 feet centered on you.
Whatever is within the radius becomes difficult terrain. Every creature in the radius must make
a Dexterity saving throw. Failure causes the creature to take 8d8 force damage and forces them
to make a Constitution saving throw. Failing the Constitution saving throw results in being
knocked prone and horribly winded, and success resulting in being knocked prone and badly
winded. Succeeding the Dexterity saving throw results in taking half damage, and not being
knocked prone. You can expend extra chi points to allow certain creatures to be unaffected by
the shockwave, 1 chi point per creature.
Seismic Senses Upgrade III
At 20th level, your tremorsense has increased to 120 feet.
True Earthen Armor
At 20th level, you can create a full set of armor around your entire body using either earth or
your subelement. It takes an action and 9 chi points to make and lasts for 30 minutes.
Earth
Your AC increases by 6. Your movement speed while on rock or solid ground increases by 10.
Metal
Your AC increases by 6. You gain resistance to bludgeoning, piercing, and slashing damage.
Lava
Your AC increases by 4. You can walk across lava with no problems. Any non-magical
weapons that damage you gain a -2 penalty to their damage every time they hit you until they
can’t deal damage anymore, when they melt.
Sand
Your AC increases by 2. Your movement speed increases by 15. Ranged and melee attacks have
disadvantage against you. You can walk through quick or thick sand with no negative effects.

Metal Bending
Metalbending is a sub-skill of Earthbending developed by Toph Beifong. Most Earth Benders
are unable to affect processed metals. Usually, the trace amount of earth still present in metal is
so minuscule that it goes undetected even by the best Earth Benders, lending to it's use in
detaining Earth Benders. However, due to her ability to "see" earth, Toph was able to locate the
small fragments of earth in metal, target them, and utilize them to "bend" the metal portion.
Thus Metalbending was invented.
Becoming a Metal Bender allows you to shape metal as per the shape water spell, but with
metal instead of water. You can choose any of the Basic or Advanced Metal Bending
Techniques listed near the end of the page as one of your character's known Earth Bending
Techniques, as long as they are less than or equal to your character's current Technique Level.
These still count towards your technique limit. You also gain the ability to use any of your Earth
Bending features or techniques with metal, which may produce more damage, sturdier defenses,
but may also be more difficult to do (DM's discretion).

Weapon Enhancement
Starting at 3rd level, you can bend metal around any weapon as a bonus action by expending 2
chi points to increase its damage rolls by 2. When applied to your elemental weapon or your
hands, it increases the damage roll by 3 and the attack roll by 1. This buff lasts for 5 minutes.
Bent Out of Shape
Starting at 6th level, when attacked by someone using a metal weapon, you can use your
reaction and 3 chi points to attempt to deform the weapon, making it useless. You must make a
Constitution saving throw higher than the attacker’s accuracy. If you succeed, you take no
damage and the weapon can now only be used as an improvised weapon that deals 1d4-1
bludgeoning damage. A failed saving throw results in you taking half damage, but the weapon is
still intact. If the weapon is magical, you make the Constitution Saving Throw with
disadvantage.
You can also make any metal object or a weapon (as long as it's not being held, equipped or
carried) fly to your side or to your hand, as a bonus action. It must be within 60 feet of you.
Weapon Crafting
Starting at 11th level, you have mastered the art of creating items and weapons out of metal.
You gain proficiency in Smith Tools when it comes to working with metal. You can also create
any weapon, shield, item, etc. of your choosing, as long as there is enough metal around you to
craft the item, by making a Metal Bending check (Bending modifier + proficiency + d20).
Based on the roll and the difficulty of creating the item you are crafting, it is up to the DM to
decide if you succeeded, and if there are any additional drawbacks or perks to your item. You
must take a long rest before using this ability again.
Metal Encasing
Starting at 17th level, as an action, you can consume 8 chi points to completely encase a target
in metal. The target must make a Dexterity saving throw. A success allows them to avoid being
encased in the metal, but still take 6d8 force damage, and a failure results in them taking the
damage and being trapped. Unless they have a spell or ability that can break through the metal,
they cannot get out of this encasing by any means and are considered completely restrained.
You can choose to allow air flow into the encasing or not. You can also use the Metal Bending
Technique armor control on the target as a bonus action for 1 chi point.

Lava Bending
Lava Bending is a very rare form of Earth Bending that only a few Benders have mastered. No
one knows why some Earth Benders can Lava Bend and others can't, but it is truly a power to
respect.
Becoming a Lava Bender earns you the Basic Technique earth to lava. This does not count
towards your technique limit. You can choose any of the Basic or Advanced Lava Bending
Techniques listed near the end of the page as one of your character's known Earth Bending
Techniques, as long as they are less than or equal to your character's current Technique Level.
These still count towards your technique limit. You also gain the ability to use any of your Earth
Bending features or techniques with lava, which may produce more damage, melting defenses,
but may also be more difficult to do (DM's discretion).
Earth to lava: As a bonus action, you can turn a 10 foot cube of earth that is within 30 feet of
you into lava. No object or creature can be over this earth. You can also reverse the process as
another bonus action.

Weapon Enhancement
Starting at 3rd level, you can gather lava around your weapon as a bonus action by expending 2
chi points to lower the target’s armor’s AC when you land an attack. To lower the AC, you must
roll the upper half of the damage die to lower the AC by 1. For example, if you were wielding a
short sword, which has a damage die of 1d6, you would have to roll a 4-6 to have the AC drop -
not deal 4-6 points of damage, mind you. You have to roll a 4-6 on your damage die. If you use
this on your elemental weapon, once you have decayed the creatures armor, you can deal 1d6
acid/fire damage, whichever is more effective. This buff lasts for 5 minutes.
Lava Star
Starting at 6th level, as an action and consuming 3 chi points, you take a 5 foot cube’s worth of
earth or lava and create a flying star made out of lava. This is a concentration ability. You can
control its flight, moving it up to 30 feet as a bonus action. This lava star can never be more
than 30 feet away from you. Otherwise, your concentration will immediately end. It can levitate,
and can cut through rock and steel, although steel takes a long time, DM decides how long.
Moving this lava star into a creature forces them to make a Dexterity Saving Throw against
your Save DC. On a failure, they take 4d6 acid/fire damage, whichever is more effective. On a
success, they take half damage. You can only hit a creature once per turn, but you can hit
multiple creatures per turn. If a character starts their turn, walks through, or ends their turn in
the Lava Star, they take 2d6 acid/fire damage, even if it’s you. This Lava Star lasts for 10
minutes or until concentration is broken.
Seeping Lava
Starting at 11th level, you can use your action to create a hole that takes up a 5-foot square that
is pouring lava. Every turn, the lava seeps out 5 feet from the hole in every direction. You can
use your bonus action to direct the lava to seep in a different direction. For example, it could
seep 20 feet north, 10 feet northeast, and 10 feet northwest. The lava must seep out 40 feet
somehow. It cannot be pushed back into the hole by any means. This hole seeps for 10 minutes
or you can stop it with an action. Once stopped, the lava hardens and anyone still in the lava
takes 4d6 force damage and are restrained. If anyone starts, walks through, or ends their turn in
lava, they take 6d6 acid/fire damage. Walking through lava is difficult terrain. You must take a
long rest before using this ability again.
Lava Tornado
Starting at 17th level, you can create a tornado, wait for it....out of lava. You can take an action
and consume 9 chi points to cast the Tornado spell, with the only material necessary being 30
feet worth of lava. This tornado deals normal damage plus 6d6 acid/fire damage. If a creature’s
acid/fire damage is more than 18, the creature’s armor loses 2 AC, unless the armor is magical
or has some sort of resistance to melting. If the armor eventually no longer provides any
benefits, it melts. Weapons also melt under same rules. The damage output of the weapon drops
by 2, unless they are magical or have some sort of resistance to melting. When the weapon
cannot cause damage anymore, it melts.
Sand Bending
Sand Bending is an odd variation of Earth Bending that is commonly used in the desert. Most
Earth Benders are used to solid, unyielding rock, but Sand Benders have adapted to the constant
shifting of sand and use it to their advantage.
Becoming a Sand Bender automatically earns you the Basic Technique earth to sand. This does
not count towards your technique limit. You can choose any of the Basic or Advanced Sand
Bending Techniques listed near the end of the page as one of your character's known Earth
Bending Techniques, as long as they are less than or equal to your character's current Technique
Level. These still count towards your technique limit. You also gain the ability to use any of
your Earth Bending features or techniques with sand, which may produce more damage, blind
opponents, but may also be more difficult to do (DM's discretion).
Earth to sand: You can turn a 10 foot cube’s worth of rock and solid earth within 30 feet of you
into fine sand as a bonus action. No creature or object can be over this earth. You can also
reverse this process, turning sand to hard earth. This sand is considered difficult terrain for non-
Sand Benders.

Weapon Enhancement
Starting at 3rd level, you can coat your weapon with sand as a bonus action, costing you 2 chi
points. When you attack an opponent, if you roll in the upper half of your damage die, the target
must make a Constitution saving throw or will have disadvantage on all attack rolls until the end
of their next turn. For example, if you were wielding a short sword, which has a damage die of
1d6, you would have to roll a 4-6 to cause the disadvantage - not deal 4-6 points of damage,
mind you. You have to roll a 4-6 on your damage die. If you use this on your elemental weapon
or your hands, rolling on the upper half causes the target to make the saving throw with
disadvantage, and failure causes blindness until the end of the target’s next turn. This buff lasts
for 5 minutes.
Shake Off the Dust
Starting at 6th level, you can rapidly release all the dust on you into the air around you as a
bonus action. Any creature of your choosing within 10 feet of you must make a Constitution
saving throw. There are three things that can occur here.
1. They succeed in their saving throw and are unaffected by the ability.
2. They barely fail the saving throw. For example, your save DC is 15. They barely failed by
being in the top half of what is considered failing the saving throw, or 7-14 (half of Save DC
rounded down). This results in blindness until the end of their next turn.
3. They really fail the saving throw. In the same example as above, this would be rolling a 1-6
on the saving throw. This causes the same effect as above plus 1 level of exhaustion as the dirt
and dust enters their lungs.
You can consume a chi point to either extend the range of this ability by 5 foot increments or
keep certain creatures safe from this ability. You cannot use this ability again until you’ve taken
a long rest.
Dusty Lungs
Starting at 11th level, you can send a heavy stream of dust towards a creature within 60 feet of
you as an action and consuming 5 chi points. The target must make a Constitution saving throw.
If they are holding their breath, they have advantage on the saving throw. A success results in
gaining 1 level of exhaustion. A failure results in gaining 3 levels of exhaustion. This ability can
only cause any given creature to reach the third exhaustion level.
Sandstorm
Starting at 17th level, as an action and consuming 7 chi points, you create a swirling sandstorm
that has a radius of 60 feet. You are not affected by the following conditions:
-Everything the sandstorm covers is difficult terrain.
-Creatures inside of the sandstorm must succeed a Constitution saving throw or take 8d6
slashing damage from the sand and be blinded for the next 3 turns, or half damage and no
blindness on a success. They do this at the beginning of every turn that they are inside of the
sandstorm.
-When inside of the sandstorm, you cannot see beyond 5 feet away from you or hear at all, and
you can’t see what’s inside from the outside either.
-You can use a bonus action to move the sandstorm up to 20 feet. You can expend extra chi
points to protect certain objects or creatures from the sandstorm, 1 chi point for each
creature/object. This sandstorm lasts for 5 minutes or when concentration is broken.

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