Terra Knight (5e Class)

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Terra Knight[edit]

A newborn child abandoned by society. Toss away into the caves or mountain cliff. Man nor monster wanted this creature. But mother earth had different ideas. 

Terra Knights, unlike any other class do not come from skill, or gifts alone. Terra embraces all forms of life and adores when she is worshiped. The ability to move mountains is no easy task, let alone to create them. But for Terra Knights, champions of the earth, and protector of its well being, can surely come close to it as any mortal can. Becoming one with Mother Earth is not only the greatest gift of all, but also the willpower to hold strong against the forces that oppose her will.


While Terra Knights often have one goal in mind, to serve the earth to their best ability. Some wish to destroy the very forces that take her precious resources for granted, while others wish to slumber until the time is right to emurge. The more corpses, the more nutrients for the soil. The more creatures, the more to tend to the beast and plants that the heavenly mother oversees. There is no true way to serve the earth, but to treat it as yourself.


Creating a Terra Knight[edit]


Quick Build

You can make a Terra Knight quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the Outlander background.

Class Features

As a Terra Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Terra Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Terra Knight level after 1st

Proficiencies

Armor: Light
Weapons: Martial and Simple
Tools: None
Saving Throws: Stengeth and Wisdom
Skills: Choose two skills from: Athletics, Perception, Animal Handling, Survival, Nature,

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or or (b) two martial weapons
  • (a) five javelins or or (b) any simple melee weapon
  • (a) a Hermit's Pack or or (b) an Explorer's Pack
  • Leather Armor
  • Pocket full of pebbles or dirt
  • If you are using starting wealth, you have 1d4 ×10 gold instead of the starter items in funds.

Table: The Terra Knight

Level Proficiency
Bonus
Features Terra Points
1st +2 Unarmored Defense, Geomancy -
2nd +2 Terra Points 2
3rd +2 Terra Bond, Stone body, Voice of the Earth 3
4th +2 Ability Score Improvement, Ability Score Improvement 4
5th +3 Extra Attack, Terra Bond Feature 5
6th +3 Terra Protection 6
7th +3 Terra Bond Feature 7
8th +3 Ability Score Improvement, Ability Score Improvement 8
9th +4 Terra Bond Feature, Effortless Creation 9
10th +4 Trust in Terra 10
11th +4 Terra Bond Feature 11
12th +4 Ability Score Improvement, Ability Score Improvement 12
13th +5 Terra Bond Feature 13
14th +5 - 14
15th +5 For the Will of the Earth 15
16th +5 Ability Score Improvement, Ability Score Improvement 16
17th +6 Terra Bond Feature 17
18th +6 Terra Improvement 18
19th +6 Ability Score Improvement, Ability Score Improvement 19
20th +6 Terra Bond Feature 20

Unarmored Defense[edit]

If your not wearing armor, then your AC is 10+Dex+Wis. You can use a shield and still gain this benefit

Geomancy[edit]

You sense all life that is touching, or within the earth, at the range of 60ft of you. As an action, you can sense the creatures location , size, and weight, as long as they are touching/within the earth. You can not tell who or what exactly this creature is however. Constructs, undead creatures such as Ghost, and Earth Elementals are immune to being detected this way You can do this 1+Wisdom mod per long rest

Terra Points[edit]

You gain 2 points in Terra. These points are used for Terra Abilities, or any other abilities that require points. The points increase by one as you gain levels in this class, resulting in 20 points at level 20. Points restore over a long or short rest. You can prepare prof+Wisdom mod in abilities, and can only have your prof bonus in active terra abilities at a time. The Terra Abilities you can choose from are listed below

Terra Bond[edit]

At 3rd level, you chose a Terra Bond. Choose between Sand, Iron, Agate, Diamond, which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 7th, 9th,11th, 13th, 17th, and 20th level.

Stone body[edit]

By 3rd level, the Elemental forces within you make you strong. You have advantage on Saves against poison, also Immune to diseases

Voice of the Earth[edit]

You can speak and understand Terran.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Terra Protection[edit]

You become truly one with the earth. Aura- You gain an aura of 10ft. Both you and allies within aura gain a bonus to saves equal to your Wisdom modifier. If a similar Aura is present, such as the Paladin's Aura; then take the highest

Effortless Creation[edit]

as long as you have at least one(1) point in Terra, as an action, you can create any non magical item no greater than 5ft in all sides, using the earth around you as a resource to your creations. You can alter the shape, color and texture of the creation. Examples can include a stone sword, Partial armor, a unique key. Your DM determines the characteristics of your creation. You can use this ability a number of times per day equal to you wisdom mod (minimum of one) Once you reach level 18, your creation can be up to 15ft, considered magical (but not unique like ‘bag of holding’) You can use this ability innately

Creating things this way consumes no points

Trust in Terra[edit]

When you roll initiative, and have no points in terra. You can choose to forgo your first action in combat to restore 2 terra point. Once you use this. You can not use it again until you take a long rest.

For the Will of the Earth[edit]

As an action, You can sacrifice HP in order to regain Terra Points. For every 25 hp You sacrifice, you regain 1 Terra Point

Terra Improvement[edit]

All auras less than 30ft, is increased to 30ft. However. You can spend an additional Terra Point to increase the range to 60ft for 1 minute.

Terra Bonds[edit]

Sand[edit]

Not every Knight is made of stone or metal. Some Terra Knights that share a bond with the sand prefers the grace and agility that the earth shows.

From Dust I came

Once you choose this bond at 3rd level, you gain the following benefits -You can use Dex instead of Str for unarmed attacks.

-You can roll a d4 in place of the normal damage of your unarmed strike This die changes as you gain levels.

-When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. For example, if you take the Attack action, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.


Wrath of the Sand

Starting at 5th level, Your unarmed strikes deal 1d6 damage instead of 1d4

You also gain tremor sense of 15ft and burrow speed equal to your movement speed.


Floating aura

Starting at 7th level, While you are conscious. You and allies within 10ft of you have resistance to fall damage.


Sandy escape

Starting at 9th level, Whenever you succeed a Dexterity save, instead of taking half damage, you take no damage instead.

Also your unarmed strikes are now considered magical


Extra Attack

Starting at 11th level, You can attack an additional time. For a total of 3 attacks for an attack action.


SandStone

Starting at 13th level, Your unarmed strikes deal d8 damage instead of d6 damage


Immortal Sand

You no longer need to eat or sleep. You still need to meditate for at least 2 hours on natural earth for a long rest. You do not age.


From Dust you return

When you grapple a target, You can choose for the Target to makes a Str or Dex (its choice) save. If target fails. Target is encased in a thick layer of sand.

While encased.

-You can contain creature for x turns.  X being your wisdom modifier. You are encased with the creature, however, you don't suffer the effects. 
-target is considered incapacitated 
-Target decreases its CON score while encased.  Taking 1d4CON damage each turn. You gain the con score temporarily, and resets when you take a long rest.

Creature can make STR save at the start of each turn to break free. Creature does not gain lost CON until finishes a long rest.

While the creature is encased. As an action, You can move this up to 30ft in any direction. If you are in a sandy terrain, such as a desert. The CON damage increases to 1d6 and movement increases to 60ft in any direction.

This can only work for huge or smaller creatures


Iron[edit]

Mother Earth is Strong, Sturdy, and most of all, Immovable. Terra Knights who share a bond with Iron attempt to reach the likeness of the earth to the best of their ability.


Tougher than nails

Once you choose this bond at 3rd level, you gain the following benefits

You have advantage on strength checks and saves. Also count as one creature larger when determining how much you can lift, drag, push etc.


Immovable

Once you reach 5th level, you can enter a calm sense of mind, allowing the earth around you to remind you of tranquility

As a reaction, instead of rolling Whenever a creature makes a strength check to grapple, push/shove/move you (all sorts of move options.) You can choose to take your Strength score and roll a D4; you add the result to your score and contest the creature's strength check.

However, you must be on the defensive side (the creature getting pushed, not doing the pushing) in order for this ability to take effect.

You can only use this ability a number of times equal to your strength modifier


Iron pulse aura

Once you reach 7th level, All enemies within 10ft of you must make a strength save, or receive force damage equal to your Strength modifier at the start of your turn. If they pass the save, they are immune to this damage for 24 hours .You must be conscious for the aura to take effect

Siege Juggernaut

Starting at 9th level, Your attacks deal double damage to structures.

And whenever you are subjected to be physically pushed, thrown, or moved anyway unwilling up to 15ft You can use your reaction to make a Strength save to not move.

Spells such as ‘dominate person’ surpass this effect

Bigger is better

Starting at 11th level, You can wield weapons with the ‘heavy’ property with one hand, but can not dual wield.

You can use weapons with the ‘oversized’ property, such as a giants club, with proficiency in 2 hands.

Just a scratch

Also Starting at 11th level, Whenever you are subjected to any damage except acid, psychic, or necrotic, damage equal or less than your Strength modifier, then you take no damage.

This does not negate the damage if it is greater than your Strength modifier


The Power to move Mountains

Starting at 13th level, You gain an additional point of exhaustion, where 6 is unconsciousness, and 7 is death


At 18th level, you gained yet another, where instead 6 is Paralyzed, 7 is Unconsciousness, and 8 is death.


However, once you die from exhaustion, You body is permanently destroyed, reduced to dust; for you are with mother earth now and your soul is considered unwilling for spells such as true resurrection.


Iron Made

You are Immune to non magical bludgeoning piercing and slashing. Your ‘Harden’ ability now provides resistance all other damage types


Steel Made

Your Strength and Wisdom scores increase by 4, to a maximum of 24

Agate[edit]

The Earth is a Beautiful place. Why ruin it with violence? Instead, let us embrace the bosoms of our Mother. Once you choose this bond at third level, you gain the following features:

You gain a healing pool equal to 2 times your level. This pool restores over long rest. If you or an ally is poisoned, then you can use 2 points of this pool to clear this poison.


Hands made to heal

Once you reach 5th level You gain proficiency in the herbalist kit, and proficient in the medicine skill, if already proficient, add twice your proficiency bonus.

Supernatural Regeneration

Once you reach 7th level, You and allies gain temp hp equal to your Wis modifier at the end of a long rest. This temp hp can not restore a creature from 0hp this aura does not take effect from this aura till next dawn.

Allies who lost a limb within the previous day, the begin limb regrow to its original size, shape, and color during the long rest. Your DM decides how long it will take to have the limb fully regrow. Once it does however shards of agate is scattered throughout the newly formed limb. If this is done multiple times, the new limb can become fully crystallized.


Life Tap

Once you reach 9th level, Once per turn, Whenever you deal damage on a creature. You heal 1d6 hp


Crystal Mind

Once you reach 11th level You are immune to charms, and being Frightened, And magic can not put you to sleep.

Agate Improvements

Once you reach 13th level, your Terra abilities have the following changes,

-Whenever you use your 10th level ability Terra Soldier, their max hp is equal to yours, and can be healed by your abilities only.

-Whenever you use your 10th ability Terra Absorption, You can heal xd8 instead, and hp gain this way can be distributed to allies within 30ft of you, or can choose to give them advantage on a condition until the end of the duration.


Fountain of Life

Once you reach 17th level When ever you use a healing ability, you can chose to regain the max hp instead, plus heal additional amount equal to your level. This can only be done once per long rest.

Earth Guardian

once you reach 20th level

As an action, you can enter a state where you are near immortal. You appear to have agate wings.

-You are considered a construct. 
-You and all allies within 30ft of you are under the effect of Freedom of Movement
-Abilities worth 1 terra point does not cost any points, while abilities worth 5 points cost 3 instead
-All allies Double your WIS bonus for all skills and checks. 
-You gain a flying speed equal to your walking speed

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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