Primalists who follow the Path of the Earthshaker draw strength from the very ground beneath their feet. They channel the raw power of the earth, causing the ground to tremble and mountains to shudder as they unleash devastating seismic attacks.
Earth's Might
Starting at 3rd level, you can use your connection to the earth to strike with incredible force. When you hit a creature with a melee weapon attack, you can choose to cause a small tremor in a 10-foot radius around the target. Each creature in that area, other than you, must make a Dexterity saving throw against your Brawl Save DC. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Stone's Endurance
At 3rd level, your connection to the earth grants you incredible resilience. As a reaction when you take damage, you can roll a d12 and add your Constitution modifier to the result, reducing the damage by that total. Once you use this feature, you can’t use it again until you finish a short or long rest.
Seismic Stride
Beginning at 7th level, you can move through the earth with ease. You gain a burrowing speed equal to your walking speed and can move through unworked earth and stone. While burrowing, you leave no tunnel or sign of your passage. Additionally, when you move at least 10 feet in a straight line before making a melee weapon attack, you can add your Constitution modifier to the attack’s damage roll.
Tectonic Shift
At 9th level, you can cause the earth to shift beneath your enemies. As an action, you can choose a point on the ground that you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes difficult terrain, and each creature in the area must make a Dexterity saving throw against your Brawl Save DC. On a failed save, a creature takes 2d8 bludgeoning damage and is restrained as the ground forms into stone hands that grasp at their legs. A creature restrained by the stone hands can use its action to make a Strength check against your Brawl Save DC, freeing itself on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.
Earthquake
At 13th level, you can unleash a powerful earthquake. As an action, you can cause the ground in a 30-foot radius around you to quake violently for 1 minute. The area becomes difficult terrain, and each creature that starts its turn in that area must make a Dexterity saving throw against your Brawl Save DC. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone. You can use this feature once, and you regain the ability to do so when you finish a long rest.
Mountain’s Endurance
At 17th level, your connection to the earth grants you unparalleled resilience. You gain resistance to bludgeoning, piercing, and slashing damage. Additionally, when you use your Stone's Endurance feature, you can roll two d12s instead of one and take the higher result. You also regain uses of Stone's Endurance on a short or long rest.