Sorcerer
Base Class: Sorcerer

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat.

 

Stone's Durability

1st level Stone Sorcerer feature

You may add your Con ability modifier to your AC. If you wear amor (not shields) the additionally AC is defined as Dex+Con instead of just Dex.

Additionally you get a climbing speed equal to your walking speed on earth and stone.

You may cast any of the spells granted by this subclass with your sorcerer points instead of a spell slot.

Stone Wall

1st level Stone Sorcerer feature

When an attack hits you, that required an attack roll or spell attack roll, you may use your reaction to create a wall of stone in front of you which provides you 3/4 cover from the direction the attack came from. The Wall has 10 + your sorcerers level HP (AC:17) and takes the first hit. It has resistance to all nonmagical slashing and piercing dmg but vulnerability to bludgeoning dmg. If any hit destroys this wall, you will take the remaining dmg of the hit, that's left after subtracting the HP of the wall.  If you are hit by a melee attack or another creature stands on a 5 feet square next to you, where the attack hits, this creature is pushed back 5 feet.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

At level 3: You can also use this feat, if any ally within 15 feet of you is hit, to conjure a wall between your ally and the attacker.

At level 6: You can use this feat to protect any ally within 60 feet.

At level 9: You regain all uses with a short rest.

At level 14: Once per round if you use this feat, you will regain your reaction afterwards.

At level 18: You regain all uses when you role for initiative.

Additional Spells

You gain several new spells representing you connection to the element of earth and they do not count against the spells you know.

Stone Sorcerer
SORCERER LEVEL SPELLS
1st earth skin, rockfall
3st earthbind, maximilian's earthen grasp
5th rise earth, earth soldiers
7th earthen protection, earth wave
9th bones of the earth, move earth
Additional Spells at Level 1:

1st level Spells:

Earth Skin

You gain resistance to all non-magical slashing and piercing dmg as well as resistance to fire and poison dmg. However it will make you vulnerable against bludgeoning and force dmg.

At higher level: For each slot above 1 you may remove one vulnerability.

Rockfall

You conjure a round stone with a radius of 2,5 feet in all directions and howl it at a creature within 60 feet. The creature must make a dexterity saving throw against your spell safe or take 3D6 bludgeoning dmg and is knocked prone. Half on a successful save and it isn't knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell deals additional 3D6 for each slot above 1st.

 

Additional Spells at Level 5:

3rd level Spells:

Rise Earth

You point on one square of 15 feet or two squares of 10 feet within range. The earth beneath raises or sinks for 15 feet, if possible. If the earth reaches a roof of any kind it stops. If creatures are on that square it stops as soon as the largest creature would hit the roof. All creature on the pillar must succeed a Dex saving throw or fall prone. You may choose a number of creatures equal to your Charisma ability modifier to give them advantage on their saving throw. If you raise the earth you conjure new earth and if you sink earth it disintegrates. This spell cannot deal any dmg. This spell cannot be cast if there is no earth, stone or something similar beneath the pillar however it can be cast if just thin wood or lighter material would be between the earth and the chosen point. Its to the DM's discretion if the floor would break if you sink it, but it will break if you raise it.

 

Earth Soldiers

You may chose up to 3 creatures in range and force them to make a Str saving throw as you raise a creature sized and humanoid looking (your choice) rock-soldiers for each creature adjacent to them that can move 30 feet in a straight line and push each selected creature in 3 directions of your choice. If they succeed on the saving throw they are pushed only 15 feet and if they succeed with more then +5 difference they are not moved at all. If any movement leads to a collision with another creature or a solid object(soldier) they take 4D8 bludgeoning damage. Creatures which collided with a solid object or another creature selected by this spell are restrained until they manage to escape their restrain by succeeding an action for a Str or Dex ability check against your spell save DC or the rock soldier is destroyed. Each soldier has 15 HP (AC:17) and resistance to nonmagical attacks but bludgeoning.

Large or bigger creature cannot be moved.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can add one creature for each slot.

Additional Spells at Level 7:

4th level spells:

Earthen Protection

You may choose up to 4 creatures and give them resistance to all nonmagical piercing, slashing and bludgeoning dmg. As well as resistance to fire and poison dmg.

Additionally if either of these creature creatures are standing on an earth or stone surface you can move either of them up to 10 feet on the same surface without provoking opportunity attacks (if you cast in on yourself).

At higher levels: For each spell slot above the 4th you may choose one additional creature.

 

Earth Wave

You conjure earth beneath you and are lifted up to 10 feet onto it without provoking opportunity attacks. You can then make the earth move in form of a wave. This wave can move up to 60 feet in any direction as you are surfing on it. Any creature you move past must succeed on a Dex saving throw against you spell save DC or falls prone and takes 4D8 bludgeoning. Creatures will take half damage on a successful safe and wont fall prone. Each Creature can only be affected once by this spell. At the end of the spell you may decide if you want to end on the ground level or on a 10 feet high pillar of earth.

You cannot cast this spell if you would hit the ceiling with it. And you cannot move over creatures that are large or bigger.

At higher level: If you cast this spell with a 4th level spell slot you may take a willing creature within 5 feet of you with you. But you will end up on the ground at the end.

Additional Spells at Level 9:

5th level spells:

Bones of the Earth and Move Earth

Stone Prodigy

6th level Stone Sorcerer feature

Your connection to earth has grown considerably. You gain additional 15 feet movement on earth or stone.

Your movement cannot be hindered my earth or stone (difficult terrain) and you gain the ability to move through any earth or stone as long as it isn't thicker than 10 feet. If you end your movement in earth or stone you are pushed towards the nearest empty space.

You gain resistance to all damage related to earth or stone. (including fall damage)

Becoming one with the earth

14th level Stone Sorcerer feature

If you are standing on earth or stone, you can use your bonus action to teleport to another location on the same surface within 30 feet.

Additionally you can sense the location of every creature standing or touching the same surface of stone and earth you are standing on or are touching within 60 feet.

Earth Master

18th level Stone Sorcerer feature

You gain immunity to any damage that results from earth or stone. (including fall damage)

Hostile creatures get disadvantage on saving throws against spells you were granted with this subclass.

If you haven't moved willingly during you turn and you have your full movement left, you can spend your movement to cast Earth Wave as a 3rd level spell without spending a spell slot or an action.

The Spell Earth Soldiers allows you to move every surviving soldier as a bonus action in the following turns after you first cast it with the same effects as listed up in the spell. You may move 4 soldiers that way.

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