Wizard
Base Class: Wizard

Geomancy is an arcane tradition for wizards that stems from the Asylian mages who command the earth and stone with great prowess. Geomancers are a cross between wizards and druids, as much of their magic is tied to the natural world. The tradition of Geomancy is a blend of the schools of Abjuration and Conjuration. It teaches techniques that offer versatility and endurance on the battlefield. Followers of this tradition are known as Geomancers. They are among the most valued assets to generals and tacticians who employ them as mercenaries or sanctioned mages of the state, to spring up temporary defensive structures, create muddy terrain that impedes the movement of forces, or just bombard their foes with large boulders. Skilled Geomancers are tough and quite impactful, few are even rumored to temporarily turn into stone golems to shatter their enemies

Terrestrial Studies

2nd-level Geomancer feature

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell themed around earth and stone into your spellbook is halved.

Geomantic Panoply

2nd-level Geomancy feature

At 2nd level, you have learned to harness your arcane powers to mold a thin yet durable layer of armor for yourself. While you aren’t wearing other armor, your AC becomes 13 + your intelligence modifier. Once per short rest you may spend 10 minutes imbuing your armor with a protective ward as a ritual consuming 30 gp. For the next 8 hours, you are resistant to one of the following damage types: Acid, Cold, Fire, Lightning, Thunder.

Geomantic Savant

2nd-level Geomancer feature

At 2nd level, difficult terrain caused by spells and magical effects don’t impede your movement speed. You have advantage on saving throws against spells that would make you fall prone, restrain you, or petrify you.

True Grit

6th-level Geomancer feature

Starting at 6th level, you can spend a spell slot to give yourself temporary hit points equal to 5 times the spell slot consumed. These temporary hit points last until a long rest or until they are used. While you have them, an enemy that hits you with a melee attack within 5 feet of you, takes magical piercing damage equal to 5 times the spell slot consumed.

Diamond Focus

 10th-level Geomancer feature

Beginning at 10th level, while you are concentrating on an Abjuration or Conjuration spell, your concentration checks are made with advantage.

Emissary Of Earth And Stone

14th-level Geomancer feature

At 14th level, Once per day you may consume one 5th level spell slot to transform into a Clay or Stone golem. While in this form you cannot cast any spells but you can still maintain concentration. The transformation lasts for 1 minute or until the golem loses  all of its hit points. Damage that exceeds the golems hit points go through to the caster.

Geomancer Image

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