Base Class: Wizard
Much like Chronurgists and Graviturgists manipulate the intangible forces of the world, Geomancers focus on the tangible. Channeling the elements is their forte, either as a defense to bolster a fortification against a siege, or to utilize as a devastating weapon against their enemies.
Roiling Earth
2nd-level Geomancy Magic feature
Once per short rest, whenever you cast a spell targeting a creature within 30 feet of you you can force them to make a dexterity saving throw, On a failed save, they are restrained as their feet are encased in stone and mud.
Terra Firma
6th-level Geomancy Magic feature
As an action, you can cast Stone Shape without material components. In addition, Mold Earth is added as a cantrip to your spell list.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Titan's Veil
10th-level Geomancy Magic feature
As an action, you can bolster the defenses of allies nearby. Allies within 10 feet of you gain a +2 bonus to their AC for 1 minute or until your concentration ends (as if you were concentrating on a spell). While this feature is active, as a reaction when a creature attacks you or an ally within 10 feet, you can expend your reaction to force it to make a strength saving throw. On a failed save, its attack is interrupted and it is pushed back 10 feet. On a success, it resists.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Elemental Mastery
14th-level Geomancy Magic feature
Once per long rest, you can chose a elemental type (Fire, Cold, Lightning, Thunder, Poison, or Acid) All spells you cast that deal damage can take on that type. This element can be changed after each long rest.
Upon reaching 18th level in this class, you can swap elements at a short rest once per day.
Previous Versions
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