Base Class: Sorcerer
Your innate magic comes from the very essence of the earth itself, entwined into your blood . Sorcerers with this origin trace their descent back from a variety of sources, some can trace their ancestry to a parent form the Elemental Plane of Earth, others to a mighty Warlock of ancient times who made a bargain with a Higher Earth Elemental whose power has translated down the bloodline and suddenly manifested, some others may have spent years (if not decades) cultivating a relationship with the Earth, and the magic has suddenly manifested. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Earthen Affinity
You have a deep bond with the Earth. You can speak, read and write in Primordial and you double your proficiency bonus for INT checks involving Earth Magic and Earth Elementals.
Due to your Earthen bloodline, the following spells are always prepared and do not count towards your total number of spells. If a listed spell is not a sorcerer spell, the spell is nonetheless a sorcerer spell for you.
|
Sorcerer LEVEL |
SPELLS |
|---|---|
|
1 |
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3 |
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5 |
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7 |
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9 |
|
|
11 |
*Can only be used to Conjure Earth Elementals (Defined by those that speak Terran)
Earthen Skin
As magic flows through your body, it causes physical traits of your Earthen Magic to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your skin resembles stone. When you aren’t wearing armor, your AC equals 13 + your constitution modifier.
Earthen Abjuration
Starting at 6th level, you have the ability to command the inhabitants from the elemental plane of earth.
As an action you can spend 1 sorcery points and speak a phrase in Primordial. A number of earth elementals (elementals defined by those that speak Terran) that's total CR equals your sorcerer level, are within 30 ft of you and can hear and see you must make a Strength saving throw. Any creature that fails its saving throw, is turned for 1 minute or until it takes any damage. You may choose to spend an additional sorcery point to increase the save DC at a cost of 1 sorcery point per increase of 1.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Any creatures that fail their saving throw, if it's challenge rating is at or below a certain threshold as shown on the elemental banishment table, you can choose to banish it instead for 1 minute (as in the banishment spell, no concentration required).
Elemental Banishment Table
|
SORCERER LEVEL |
banishes Creatures of Cr ... |
|---|---|
|
1 |
1/2 or lower |
|
3 |
1 or lower |
|
5 |
2 or lower |
|
7 |
3 or lower |
|
9 |
4 or lower |
Earthen Transformation
At 14th level, you gain the ability to awaken the dormant power in your bloodline. As a bonus action, you can spend 5 sorcery points to transform your body. Your limbs all thicken, as if stuffed by boulders, stone carapace grows over your head and torso and your skin hardens like stone. Whilst transformed, your body size increases by one category— from Medium to Large, for example. Any armor or clothing you are wearing will be destroyed by the transformation. Once the transformation ends, you will be covered in rags.
The transformation lasts for one minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:
- You gain temporary hit points equal to your sorcerer level + CON Modifier OR Your AC becomes 13 + your Constitution modifier + Charisma modifier.
- You are able to burrow through solid rock without leaving a trace but breathing rules apply as if you were under water.
- You have advantage on Strength checks and Strength saving throws.
- Your fists have enlarged and become hardened by stone. They become natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your constitution modifier, instead of the bludgeoning damage normal for an unarmed strike.
Once you use this feature, you can’t use it again until you finish a long rest.
Earthen Might
At 18th level, your Constitution score increases by 2, up to a maximum of 22.
Whilst Earthen Transformation is active, you gain the following additional benefits inclusive of those already granted by the transformation:
- You gain resistance to Slashing and Piercing damage from non-magical sources.
- You gain both the temporary HP and bonus to AC.
- Whenever you cast a spell from the Earthen Magic Affinity Table or Earthquake you may make a single attack with your fists as a bonus action.
You are now able to use the ability once per short rest.
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