Base Class: Wizard
You understand that earth is not static, that there is energy, movement, and even life within soil and stone. You take advantage of this fact and unlock abilities and can connect with it in ways few can fully comprehend. The exact nature of this relationship varies depending on the wizard, ranging from an old friend to a coercive slave driver.
Sensitive sole
Beginning at sixth level, you gain tremorsense to a range of 30 feet.
In addition, You may spend one minute meditating in close contact with the earth. You can learn information of the surrounding area, choosing one option from the list below.
- You learn the location and type of all small bodies of water including springs, streams, and ponds within a 1/2 mile, and all larger bodies of water such as lakes, oceans, and rivers to a range of two miles.
- You learn the location and size of large groups of creatures in close proximity of each other, 400 tiny, 200 small, 100 medium, 50 large, 25 huge, or 10 gargantuan creatures within 1 mile. This function tells you the number and size of those creatures, but no more information can be gained.
- You learn the basic overall terrain of the surrounding terrain including hills, mountains, desert, plains, forest, canyon within 15 miles.
Acolyte of soil
At second level, You learn the Mold earth cantrip (if you don't already know it) and can target two adjacent 5-ft squares with a single casting.
Earthen respite
Starting at second level, you can form a small shelter in any mass of earth or stone at least 20 X 20 ft and 10 ft high. This shelter is large enough for 8 medium creatures to rest within.
This shelter takes 5 minutes to form and does not disrupt structural integrity or displace material.
The refuge lasts for as long as you rest. The opening is concealed and can be discovered with an investigation or perception check equal to your wizard spell save DC. This counts as a secret door.
Powerful impression
Your mold earth cantrip can now target 3 adjacent 5-foot cubes
You also gain a well of magic equal to your wizard level + your intelligence modifier. When you cast a wizard spell of 1st level or higher which creates or alters earth or stone, you can produce one of the following effects by spending points equal to the spell's level.
- Double ONE of the affected dimensions (passwall could be 40 ft long, 16 ft tall, or 10 ft wide)
- Double or halve the listed duration (wall of stone could become permanent in 5 minutes instead of 10)
-If the spell deals damage, add your intelligence modifier to the result once for each level of the spell.
You regain all expended points when you finish a long rest.
Golem Form
Starting at 14th level, you gain the ability to create a protective suit of earth. As an action, you Draw nearby stones and soil to yourself and take the form of an earthen beast. This ability lasts for 1 minute and can be used once per short rest.
The Form grants several benefits as long as you concentrate (as with a spell).
- You gain 10 temporary HP. You can use your bonus action to regain these temporary HP as you draw more earth to your form.
- Your size becomes one size category larger and your strength score becomes equal to your intelligence modifier.
- You gain resistance to bludgeoning, piercing, and slashing damage.
- Your AC becomes 18
- You gain an unarmed slam attack that deals 2d6 bludgeoning damage. You are proficient with this attack.
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