The Way of the Bending Earth Level Proficiency Bonus Features Earth Bending 1st +2 Unarmored Defense, Earth Bending d4 2nd +2 Ki d4 3rd +2 Earthen Apprentice, Deflect Missiles d4 4th +2 Ability Score Improvement, Heavy Impact d4 5th +3 Extra Attack d6 6th +3 Earthen Protector, Earthen Adept d6 7th +3 Brace for Impact d6 8th +3 Ability Score Improvement d6 9th +4 ─ d6 10th +4 Rolling Stone d6 11th +4 Master of Earth d8 12th +4 Ability Score Improvement d8 13th +5 ─ d8 14th +5 Rocky Resolve d8 15th +5 ─ d8 16th +5 Ability Score Improvement d8 17th +6 Sundering Strike, One with the Earth d10 18th +6 ─ d10 19th +6 Ability Score Improvement d10 20th +6 Gather No Moss d10 Way of the Bending Earth A monk that follows the traditions of earth-bending becomes a powerful force, using his connection to the Earth to bolster defenses and deliver powerful attacks. Class Features Hit Points Hit Dice: 1d8 per level

1d8 per level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels 1d8 (or 5) + your Constitution modifier per level after first Proficiencies Armor: None

None Weapons: Simple weapons, all hammers.

Simple weapons, all hammers. Tools: Choose one type of artisan's tools or one musical instrument

Choose one type of artisan's tools or one musical instrument Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Athletics, History, Religion, Survival, and Insight Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a warhammer or (b) any simple weapon

(a) a dungeoneer's pack or (b) an exploerer's pack

3 handaxes Unarmored Defense Beginning at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Earth Bending Beginning at 1st level, your primal understanding of the earth grants you the following benefits: You roll a d4 in place of the normal damage of your unarmed strike, this die changes to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

You can cast the Mold Earth cantrip. Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by your number of Ki Points. Your number of Ki Points you have access to is equal to your earth bender level. You can spend these points to fuel various ki features. You start knowing three features: Fists to Stone, Stone Step, and Earthen Armor. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Strength modifier Fists to Stone As a Bonus Action, you can spend 1 Ki Point to imbue your fists with stone. Your unarmed strikes deal an additional damage die until the start of your next turn. Stone Step As a Bonus Action, you may spend one Ki Point to use the Disengage or Dash action. Any movement made after using this ability leaves behind difficult terrain in each square you exit. This can only be used on solid ground. At level 11, after using this ability your movement speed is doubled until the end of your turn. In addition, you can use your movement as if you had a climb speed, but must end your turn on ground or fall. 1

Earthen Armor As a Bonus Action, you may spend 1 Ki Point to draw upon nearby earth and stone to cover your body, giving you +2 to your AC until the start of your next turn. Extended Earthen Armor: You may spend 3 Ki Points to make the duration 1 minute instead. At 11th level, this costs 2 Ki Points instead. Earthen Apprentice Beginning at 3rd level you gain the ability to use the following actions: Boulder Toss Beginning at level 3 you gain the ability to attack from a distance. When you use the attack action, you may choose to hurl a large boulder at an enemy within 60 feet of you. Make a ranged attack, on a hit you deal bludgeoning damage equal to 1d8 + your Strength modifier. The damage of the boulder increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Earth Tremor Using an Action, you can spend 1 Ki Point to cause a tremor in the ground in a 10 foot radius around you. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the area is loose earth or stone, it becomes difficult terrain until cleared. You may spend up to 8 additional Ki Points to increase the damage by 1d6 per additional Ki Point. Earthen Grasp Using an Action, you can spend 2 Ki Points to call upon the earth to attempt to hold a creature within 30 feet of you in place for 1 minute. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the duration. While a creature is restrained, you may use your action to crush it. It must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much on a successful one. To break out, a restrained creature can make a Strength check against your Ki save DC. On a success the target is no longer restrained. The cost of this ability is reduced to 1 Ki Point at 6th level. Deflect Missiles Starting at 3rd level, you can use your reaction to block the missile when you are hit by a ranged weapon attack. When you do so, the damage is reduced by 1d10 + your Strength modifier + your earth bender level. Starting at level 11, you can use this to protect a creature within 30 feet of you. 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. You cannot increase an ability score above 20 using this feature. Heavy Impact Beginning at 4th level, any time you take damage from falling, you cause the effect of Earth Tremor without spending any Ki Points, dealing an additional 1d6 of bludgeoning damage for every 10 feet you fell. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Earthen Protector Starting at 6th level, you may use your Bonus Action to use Earthen Armor on any willing creature you can see within 30 feet of you. Earthen Adept Beginning at 6th level you gain the ability to use the following actions: Wall of Stone You may use your Action to spend 3 Ki Points and create a solid wall of stone anywhere within 120 feet of you. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. (Concentration) Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it. The cost of this ability is reduced to 2 Ki Points at 11th level, and 1 Ki Point at 17th level. Move Earth Using your Action. you may spend 1 Ki Point to reshape a large area of dirt. Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. It takes 10 minutes for these changes to complete. (Concentration) This ability can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Erupting Earth Using your Action, you may use 2 Ki Points to choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. You may spend up to 6 Ki Points to increase the damage by an additional 1d12 per Ki Point. The cost of this ability is reduced by 1 Ki Point at 17th level. 2

Stone Shape Using an Action, you may spend 1 Ki Point to touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. Stoneskin Using an Action, you may spend 2 Ki Points to turn the flesh of a willing creature you touch as hard as stone for up to an hour. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. (Concentration) Brace for Impact Starting at 7th level, you instinctively brace yourself with the earth when you are subjected to an effect that allows you to make a Strength saving throw to take half damage from the effect. If you succeed, you take no damage from the effect, and if you fail, you only take half damage. At 10th level, you are able to spend 1 Ki Point as a reaction to extend your Brace for Impact to another willing creature within 5 feet of you. Rolling Stone Starting at 10th level, you are no longer affected by difficult terrain. Master of Earth Beginning at 11th level, your unarmed strikes are considered magical for the purposes of resistances and vulnerabilities. In addition, you gain the ability to use the following actions: Tremorsense You are able to perceive your surroundings by feeling small vibrations in the earth. You have tremorsense to a range of 30 feet. This range increases to 60 feet at 14th level, and 120 feet at 17th level. Bones of Earth You may use an Action to spend 3 Ki points to cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. You may use up to 3 Ki Points to create an additional 2 pillars per Ki Point. The cost of this ability is reduced by 1 Ki Point at 17th level. Transmute Rock You may use an Action to spend 2 Ki Points to choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. The cost of this ability is reduced to 1 Ki Point at 17th level. Rocky Resolve Beginning at 14th level, whenever you make a saving throw and fail, you can spend 1 Ki Point to reroll it and take the second result. Sundering Strike Starting at 17th level, when you hit a creature with an unarmed attack, you can choose to spend 4 Ki points to cast Flesh to Stone on your target as a free action. If your target becomes petrified by this, any of your attacks against it will deal 10d10 damage, and the target can make another Constitution save to escape the effect. If a creature dies this way, the creature shatters into 3d6 pieces. 3