Base Class: Sorcerer
A Rock solid Sorcerer
Level 3: Hard Skinned
The magic in your body manifests physical hardening traits. Your AC is increases by +1.
Parts of your skin are also covered by rock scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 3: Geomancy Spells
When you reach a Sorcerer level specified in the GeomancySpells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Catapult, Earthbind, Magic Stone, Dust Devil |
| 5 | Erupting Earth, Melf's Minute Meteors |
| 7 | Stone Shape, StoneSkin |
| 9 | Transmute Rock, Wall of Stone |
Level 6: Rock Throw
When use a magic action to cast Magic Stone you can make three ranged spell attack with the pebbles by throwing them in the same magic action. You can change it's damaged type to slashing or piercing ignoring resistance. You can direct the pebbles at the same target or at different ones. Make a separate attack roll for each pebble.
Level 14: Debris Shield
As a Bonus Action, you can use the earth or rocks around you to create a floating protecting wall that follow you. The protecting wall last for 10 minute or until you dismiss them (no action required). For the duration, you have half cover against projectiles. As a reaction you can throw your protecting wall to defend a creature within 60 feets of you, giving them half cover and 1d10 + half your sorcerer level as temporary hit points until your next turn, after this use the protecting wall collapses.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 2 Sorcery Points (no action required) to restore your use of it.
Level 18: Presence of the Earth
Empowered Magic Stone.
Your Magic Stone becomes infused with a heightened force; each stone now deals 1d12 damage instead of 1d6.
Sandy Aegis.
While your Protecting Wall is active, a swirling veil of sand radiates around you to a distance of 15 feet for the duration. The area becomes difficulty terrain, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage. On a successful save, the creature takes half as much damage.
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