Wizard
Base Class: Wizard

Terramancy Wizards are those who have an interest, some say obsession, with strength and durability. These wizards harness the strength and steadfastness of the earth to increase their raw power and create strong, yet devastatingly powerful magical effects. Terramancers have a deep connection to the earth and are often even tempered, patient, stubborn, and hold grudges.

Terramancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that does bludgeoning damage or an earth-based effect into your spellbook is halved.

Terramantic Adaptation

Starting at 2nd level, you gain resistance to Bludgeoning damage. Furthermore, you are able to manipulate the properties of spells. When you cast a spell that deals damage, you are able to change the damage type to Bludgeoning.

When you reach 14th level, you become an almost living embodiment of Earth, gaining immunity to Bludgeoning damage.

Durability of Stone

You become covered in a small layer of earth and stone and the ground around you in a 10 foot square becomes difficult terrain. While in this state, you have +2 to AC and immunity to difficult terrain, as long as your feet are touching the ground, and you cannot be knocked prone. You can use this ability a number of times equal to your proficiency bonus per long rest. 

Terramancy Damage Increase

At 6th level all D4s for any bludgeoning damage you do become D6s. At 10th level all D6s for any bludgeoning damage become D8s.

Strength of the Earth

Your Strength increases by 2 up to a maximum of 20 and your unarmed strike damage increases to 5 plus your Strength modifier. When you hit with a non spell attack that causes bludgeoning damage the target is pushed away from you 10 feet and must make a DC 14 Dexterity save or be knocked prone.

Quaking Step

You stomp your foot on the ground causing the ground in a 30 foot radius circle around you to shake violently. All creatures and structures, on the ground, within 30 feet of you take 8D8 bludgeoning damage and creatures must make a DC 17 Dexterity save or fall prone. All structures in the area of effect that are reduced to 5 HP or less collapse into rubble. You can use this ability once per long rest.

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11/8/2024 12:42:24 PM
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