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- Titanic Blows
- When you choose this circle, at 2nd level, your body takes on the strength of the mountains. You can roll a d4 in place of the normal damage of your unarmed strikes.
- Also, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
- Mountain Shape
- At 2nd level, when you use your Wild Shape feature, you can cover yourself in hard stone, instead of transforming. For the duration, you gain the following benefits:
- - You have resistance to bludgeoning, piercing, and slashing damage.
- - Your AC is equal to 13 + your Constitution modifier.
- - Your unarmed strikes become magical, and deal 1d6 bludgeoning damage. At 10th level, this increases to 1d8.
- - You have advantage on all saving throws against being forcibly moved or knocked prone.
- These benefits last for 10 minutes or until you use your Wild Shape again.
- Extra Attack
- Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Tremor Strike
- At 10th level, you can send tremors through the earth, using your fist. As an action, you pound the earth, and force a Strength saving throw from all creatures within 15 feet of yourself. A creature takes bludgeoning damage equal to 2d8 + your Strength modifier and is knocked prone on a failed saving throw, or half the damage without being knocked prone on a success.
- Might of the Mountaintop
- By 14th level, you have learned a special technique that channels the might of mountains through your fists. When you hit a creature with an unarmed strike on your turn, you can expend a spell slot of 1st level or higher to deal 1d8 bludgeoning damage to the creature for each slot level expended, to a maximum of 5d8. The creature must then succeed on a Strength saving throw, or be moved away from you in a straight line a number of feet equal to 5 + 5 x the slot level expended. If you expend a 3rd level slot or higher, then the creature is also knocked prone on a failed save.
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