Base Class: Sorcerer
Your innate magic comes from the power of elemental earth. Perhaps one of your ancestors was a creature of earth such as a Dao, or perhaps you were born during a period of overlap between the elemental plane of earth and the material plane. However you came to possess this power, you are forever bound to the earth and stone beneath your feet.
Seismic sorcerers are mentally, and physically, affected by their connection to elemental earth. They are often stoic, calm, patient, and slow to accept new ideas. This does not mean that they are without emotion or dimwitted, but rather their connection to stone reminds them that they will endure so there is no need to rush making a decision or brashly react to temporary setbacks.
Seismic Sorcerer Quirks
| D6 | QUIRK |
|---|---|
| 1 | You cannot grow hair anywhere on your body. |
| 2 | You are better at sinking than swimming. |
| 3 | You are much heavier than you look. |
| 4 | You are patient to a fault. |
| 5 | You are almost always covered in dust or dirt even if you haven't been outside. |
| 6 | You prefer to be barefoot and feel the earth beneath your feet. |
Stone Plating
As a bonus action you cause stone and earth plates to arrange themselves around your body, forming a set of bulky armor that lasts until you use a bonus action to dismiss it. While donning the stone plating, you gain the following benefits:
*Your AC is now 10 + your Constitution and Charisma Modifiers.
*Reduce your movement speed by 10 feet.
*Increase your weight by 200 lbs if you are a medium creature, 80 if you are small, and 5 if you are tiny.
The stone plating dissipates if you go unconscious.
Stone Speaker
The arcane magic you command is infused with elemental earth. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Ears of Stone
At 1s Level, you gain Tremorsense out to a distance of 10 feet. This allows you to detect the location of vibrations within a specific radius, provided you and the source of the vibrations are in contact with the same ground or substance. This means you cannot detect the presence of flying or incorporeal creatures. Like eyesight, this is a fallible sense, and creatures that move silently generally produce smaller amounts of vibrations that are harder to detect. The DM may still call for a perception check to notice creatures that are moving stealthily, staying extremely still, or those that do not weigh very much.
At 6th level your Tremorsense reaches out to a distance of 30 feet.
At 14th level your Tremorsense reaches out to a distance of 60 feet.
Hold Your Ground
Starting at 6th level, you have advantage on saving throws and ability checks to avoid the effects of seismic activity, like an earthquake or the spell Earth Tremor. You also have advantage on saving throws and ability checks to avoid being pushed, pulled, or knocked prone. Additionally you ignore difficult terrain caused by stone, earth, rubble, etc.
Stone's Resilience
Starting at 6th level, you learn the spell Stoneskin and it does not count against your number of sorcerer spells known and you can cast this spell without material components. Additionally, you may cast this spell by expending 4 sorcery points whenever you don your Stone Plating.
Seismic Activity
Starting at 14th level you can stomp your foot on the ground as an action causing a minor quake that knocks loose earth from the surface into the air, all other creatures within 20 feet of you must succeed on a Dexterity Saving throw or be knocked prone and take 2d10 + your sorcerer level bludgeoning damage, or half damage on a successful save. The area is considered heavily obscured to a height of 15 feet for 1 minute or until a wind of at least 20 miles per hour blows it away. Using this ability costs 6 sorcery points.
Seismic Immunity
At 14th level you are immune to the effects of seismic activity, like an earthquake or the spell Earth Tremor. While you are conscious, you are also immune to being pushed, pulled, or knocked prone.
Earth Glide
At 18th level you can use your action to dive beneath the earth without leaving a trace of your passage. You can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through. You can continue to Earth Glide for a number of consecutive rounds equal to your Constitution modifier. If you do not emerge before the end of your turn on the final round, you are shunted to the nearest open space and take 1d10 force damage for every 10 feet shunted.
Additionally, the range of your Tremorsense is doubled while Earth Gliding, however, you cannot see, smell, or speak. You can still hear, but all sound is muffled, giving you disadvantage on all (wisdom) Perception checks related to hearing. While gliding you cannot make attacks or cast spells.
Previous Versions
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9/14/2023 6:54:11 PM
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