Wizard
Base Class: Wizard

Geomancy is the arcane art of transforming the world around you into whatever you need.  Derived from the ancient magocracy of Bhelterra, Geomancers could turn mountains into oceans, and oceans into continents.  Much of what was known of Geomancy was lost to time, leaving modern Geomancers to slowly pick up the pieces of this near dead school of magic.

Level 3: Transmutation Savant

Choose two spells from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one  spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Improved Transmutation

You can cast Transmutation spells without providing Verbal components, and if a Transmutation spell you cast has a range over 10 feet, the range increases by 60 feet.

Level 6: Adaptive Elements

As a Geomancer, your control over the elements allows you to bend elemental magic to your will. Whenever you cast a Transmutation, Evocation, or Geomancy spell that deals damage from the following list, you may change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Thunder. You may use this feature a number of times per long rest equal to your Intelligence modifier.

Elemental Expert

You add the spells Elemental Bane and Stone Shape to your spellbook, if they are not there already, and you always have these spells prepared. Additionally, once per long rest, you can cast each of these spells without using a spell slot. Casting these spells in this way empowers them. When casting these spells though this feature, Elemental Bane's damage increases from 2d6 to 4d6 and Stone Shape's size limit increases from Medium to Large.

Level 14: Master of the Elements

You have become a master of elemental magic. Whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage and has an area of effect of 10 feet or more, the spell's area of effect increases by 15 feet. Additionally, whenever you cast a spell that deals the above damage types, you gain resistance to that damage type until you cast another spell that deals a different damage type from that list.

Acid Resistance

Resistance to Acid Damage

Cold Resistance

Resistance to Cold Damage

Fire Resistance

Resistance to Fire Damage

Lightning Resistance

Resistance to Lightning Damage

Thunder Resistance

Resistance to Thunder Damage