Sorcerer
Base Class: Sorcerer

Arcane power lies dormant within the crystalline lattice of stone. Since the world’s formation, minerals have trapped elemental force, pressure, memory, and motion within their structured matrices. Most see only rock and ore. You perceive the imprisoned energy within.

 

Through carved sigils, attuned gemstones, and fractured geodes, you unlock these mineral matrices and release the power sealed inside. Jasper yields elemental fury. Obsidian carries volcanic wrath. Lodestone hums with geomagnetic force. Each stone is a key, and each key reshapes the battlefield in a different way.

 

Your magic does not simply summon flame or thunder from nowhere—it frees what was already bound. Stone rises to shield allies. Pillars of earth erupt like spears. Living constructs take shape from fractured shale. Metal trembles under magnetic command. Even the ground itself bends, cracks, and shifts at your direction.

 

To be a geomancer is to understand that power is never created—it is uncovered, unlocked, and unleashed.

 

Level 3: Mineral Matrix

Beginning at 1st level, you unlock the arcane forces sealed within crystalline matrices and rare minerals.

 

At the end of a long rest, you may attune to one mineral matrix from the list available to you. While attuned, you gain that matrix’s benefits. You can only benefit from one matrix at a time at 1st level.

 

You gain additional Matrix Slots as you gain levels in this class:

 

  • 6th Level: Two matrices active
  • 14th Level: Three matrices active
  • 18th Level: Four matrices active

 

 

You may change one active matrix whenever you finish a long rest.

 

Beginning at 14th level, you may replace one active matrix during a short rest by spending 3 sorcery points.

 

Each matrix represents a unique mineral lattice that releases a specific arcane effect while active.

 

Jasper (Damage)

You unlock the elemental structure sealed within jasper’s crystalline lattice.

 

You gain a +1 bonus to damage rolls of your sorcerer spells.

 

Additionally, when you cast a sorcerer spell that deals damage, you may change its damage type to bludgeoning. The spell’s damage type is replaced with the chosen type for that casting.

 

Quartz (Defense)

You benefit from the studies of stones resilience. While not wearing armor, increases your Armor Class by 1.

Sandstone (Terrain)

When you cast a sorcerer spell of 1st level or higher that deals damage to a creature standing on the ground, you can cause the ground in a 5-foot radius centered on that creature to become difficult terrain until the start of your next turn.

 

Additionally, difficult terrain created by you costs 3 feet of movement for every 1 foot moved.

 

Tigers Eye (Movement)

While you are standing on stone or earth, your walking speed increases by 10 feet. Standing from prone costs only 5 feet of movement.

 

Level 3: Stone Aegis

Hardened mud and stone plates armor your body. 

While you are not wearing armor, your AC equals 13 + your Dexterity modifier.

 

Geomancer Spells

Beginning at 3rd level, your attunement to crystalline matrices grants you access to additional spells. You learn certain spells when you reach specific levels in this class, as shown in the Geomancer Spells table.

 

Each spell counts as a sorcerer spell for you, and it doesn’t count against the number of sorcerer spells you know.

 

Level 6: Earth Spear

Starting at 6th level, you can hurl a jagged lance of stone at your foes.

 

As an action, choose a creature you can see within 60 feet. A spear of stone erupts from the ground and strikes it. The target must make a Dexterity saving throw against your spell save DC.

 

On a failed save:

 

  • The target takes 3d8 bludgeoning damage
  • And is knocked prone.

 

 

On a success:

 

  • The target takes half damage
  • And is not knocked prone.

 

 

After the spear strikes, shattered stone scatters across the ground in a 5-foot space beneath the target, which becomes difficult terrain until the start of your next turn.

 

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

 

Level 14: Stone Architect

Beginning at 14th level, you command the battlefield with instinctive precision.

 

Unburdened Stride. You ignore all difficult terrain


Tremorsense. 
While you are in contact with the ground or stone, you gain tremorsense with a range of 60 feet.

 

Reactive Rampart. When you or a creature you can see within 30 feet is hit by an attack, you can use your reaction to cause a slab of stone to erupt between the attacker and the target.

 

The slab grants the target total cover against the triggering attack, potentially causing it to miss.

 

The slab occupies a 5-foot space and remains until the start of your next turn, after which it crumbles into difficult terrain.

 

You can use Reactive Rampart a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

 

Level 18: Sovereign of the Shattered Earth

At 18th level, you can embody the catastrophic will of the earth itself.

 

As a bonus action, you enter a state of heightened geomantic mastery for 1 minute. While in this state, gain flying speed, resistance to damage, cause damaging difficult terrain, and control Earthquake with precision. 

Bonus Action: Sovereignty

At 18th level, you can embody the catastrophic will of the earth itself.

 

As a bonus action, you enter a state of heightened geomantic mastery for 1 minute. While in this state:

  • Earthen Ascension. You gain a flying speed equal to your walking speed, sustained by magnetic force and rising stone.
  • Mantle Resilience. You gain resistance to bludgeoning, fire, and thunder damage.
  • Rupturing Presence. The ground in a 20-foot radius around you is difficult terrain for your enemies. When a creature enters this area for the first time on a turn or starts its turn there, you can cause the ground beneath it to fracture. That creature must succeed on a Dexterity saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. A creature that succeeds takes half damage and isn’t knocked prone. A creature can only be affected by this rupture once per turn.

 

Earthquake Sovereignty. While in this state, if you cast Earthquake, you can choose a number of creatures up to your Charisma modifier to be unaffected by the spell.

 

Once you use this feature, you can’t use it again until you finish a long rest.

 

Disabled

The dormant power of the Shattered Earth sleeps within you. You can only feel it stir.

Level 6: Mineral Matrix (Lvl 6)

Your continued study of geology reveals denser and more volatile crystalline structures within the earth’s mantle.

 

Beginning at 6th level, you gain access to Tier 2 mineral matrices. You can choose one Tier 2 stone to activate, in addition to your chosen Tier 1 stone.

 

You can have one stone active from each tier at a time. You can change your chosen stones whenever you finish a short or long rest.

 

Calcite (Defense)

Your command of mineral structure reinforces both your body and bearing. 

 

While you are not wearing armor, your Armor Class increases by 1.

 

You gain proficiency in Intimidation (Charisma) and Persuasion (Charisma).

Lapis Lazuli (Movement)

While you are standing on stone or earth, you have advantage on ability checks and saving throws made to resist being knocked prone or moved against your will. You ignore falling damage from heights of 20 feet or less if you land on stone or earth.

Malachite (Terrain)

Allies of your choice ignore difficult terrain created by you.

 

When a creature ends its turn in difficult terrain created by you, you can force it to make a Strength saving throw against your spell save DC. On a failure, the next attack roll made against that creature before the end of its next turn has advantage.

 

Obsidian (Damage)

You fracture the volcanic glass matrix of obsidian, releasing its razor-edged force.

 

You gain a +2 bonus to damage rolls of your sorcerer spells.

 

Additionally, when you cast a sorcerer spell that deals damage, you may change its damage type to slashing.

 

Level 14: Mineral Matrix (Lvl 14)

Your command of crystalline structures deepens, allowing you to fracture denser and more volatile mineral matrices.

 

Beginning at 14th level, you gain access to Tier 3 mineral matrices. You can choose one Tier 3 stone to activate, in addition to your chosen stones from lower tiers.

 

You can have one stone active from each tier at a time. You can change your chosen stones whenever you finish a short or long rest.

 

Aquamarine (Movement)

When you are hit by an attack while standing on stone or earth, you can use your reaction to phase into the ground and move up to 15 feet to an unoccupied space you can see that is also stone or earth. This movement does not provoke opportunity attacks. If this movement places you outside the attack's reach or range, the attack misses.

Brimstone (Damage)

You fracture volatile sulfur veins deep within the earth, releasing choking mineral corruption into your spellcraft.

 

You gain a +3 bonus to damage rolls of your sorcerer spells.

 

Additionally, when you cast a sorcerer spell that deals damage, you may change its damage type to poison.

 

Granite (Defense)

Your Stone Aegis hardens into polished stone, deflecting harm and steadying your resolve.

 

While you are not wearing armor, your Armor Class increases by 1.

 

Additionally, you gain a +2 bonus to saving throws.

Labdorite (Terrain)

When a create you can see moves within difficult terrain created by you, you can use your reaction to force it to make a Strength saving throw against your spell save DC. On a failure, you can move it up to 10 feet along the ground in a direction you choose. 

This movement does not provoke opportunity attacks.

Level 18: Mineral Matrix (Lvl 18)

Your understanding of the arcane power locked within mineral composition is unparalleled. Through disciplined study and practiced fracture, you now command catastrophic power locked in the most complex crystalline matrices.

 

Beginning at 18th level, you gain access to Tier 4 mineral matrices. You can choose one Tier 4 stone to activate, in addition to your chosen stones from lower tiers.

 

You can have one stone active from each tier at a time. You can change your chosen stones whenever you finish a short or long rest.

 

Basalt (Terrain)

When a creature moves through difficult terrain created by you, it takes fire damage equal to your Charisma modifier for every 5 feet it moves within it.

Diamond (Defense)

Your Stone Aegis crystallizes into near-perfect structure.

 

While not wearing armor, your Armor Class increases by 1.

 

Additionally, you are immune to critical hits.

Meteorite (Damage)

You fracture a matrix born of catastrophic impact, compressing your magic with the density of a falling star.

 

You gain a +4 bonus to damage rolls of your sorcerer spells.

 

Additionally, when you cast a sorcerer spell that deals damage, you may change its damage type to fire or force. When you do so, you ignore resistance to the chosen damage type for that casting.

 

If you have unlocked other damage types through your Mineral Matrix feature, you may choose from any damage types you have unlocked.

 

Onyx (Movement)

You gain a burrow speed equal to your walking speed through earth, stone, and metal. You leave no tunnel behind unless you choose to. 

 

Once on each of your turns while burrowing, when you move beneath a creature, you can force that creature to make a Dexterity saving throw against your spell save DC. On a failure, the creature falls prone.

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