Wizard
Base Class: Wizard

Technically classified as geomancers, high geologists are enthralled with the secrets that the earth holds. Their interests stem from both a scientific and magical nature, analyzing the geologic processes that move and change the world, as well as studying the mystical connections the druids hold with nature as a living force. The first geomancers were jealous of the druids for their intimate access to a form of magic unknown to those outside of their people. After infiltrating the druidic community, in an act of vanity, used extremely ancient magic kept in the oldest wizardly library to forge a bastardized version of this druidic earth magic, falsifying a covenant with the magic forces of the land itself.

Later generations would come to appreciate geomancy as a legitimate school of study, and seek to reform its reputation, choosing to forget and cast off the disgraceful past of their predecessors. After hundreds of years, it has become more widely accepted in colleges and normalized in society, however druids still resent this form of magic and those who use it. Through efforts of science, as well as  genuine passion and appreciation for the art and the earth itself, modern geomancers have rebranded practitioners of the particular school as "High Geologists" and have worked to stand on the same academic ground as their peers. 

Geomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a geomancy spell into your spellbook is halved. The following are geomancy spells from the PHB, and your DM will determine if spells from other sources qualify.

0th – Stonefists, Magic stone
1st – Stone bolt
2nd – Stone sleep
3rd – Meld into stone
4th – Conjure minor elementals, fabricate, stone shape, stoneskin, stone sphere
5th – Conjure elemental, passwall, wall of stone, stone drill
6th – Flesh to stone, move earth, Bones of the Earth
7th – Reverse gravity
8th – Earthquake
9th – Meteor swarm

Magic Stones

At 2nd level, you gain the ability to command small stones. You can use your action to touch a pebble or chunk of rock no larger than a sling bullet. The infused pebble rises and orbits you, requiring no concentration, and it does so until it is expended or until your next long rest. After the third pebble is commanded, you cannot use this ability again until the end of a long rest.

When a creature moves adjacent to you, you can use your reaction to expend a magic stone. The creature must succeed on a Dexterity saving throw or take 1d6 damage.

You can use a bonus action to fire a magic stone at a target within 30 feet. This expends the stone. Make a ranged spell attack against the target. On a hit the target takes 1d6 damage.

Greater Mold Earth

Beginning when you select this school at 4th level, you learn the cantrip Mold Earth however your specific studies in the field of earth magic have improved it. You can now effect a 10-foot cube of dirt or stone, rather than the usual 5. You can also move the affected dirt or stone 10 feet away, rather than 5. And the effects of this cantrip are now permanent, rather than lasting for only 1 hour.

Tremor Alterations

Starting at 6th level, your study of earth magic has progressed to a point where you can choose to alter your spells with micro tremors in very specific ways. When you cast a level 1 spell you can choose to add one of the following effects.

  • Move an Individual 5 ft in any direction.
  • Knock an Individual prone.
  • Add 1d6 bludgeoning damage.
  • Add Difficult Terrain to an area.
  • A group of people in an area uncontrollably vomit for their entire next turn or the next 6 seconds.

 After using this feature you need to complete a short rest before using it again.

Friend of Stone

Beginning at 10th level, you have spent so much time learning to manipulate earth magic that you have created an Earth Elemental companion. The Earth Elemental is friendly to you and your allies, and the two of you share a telepathic bond while you are within 60ft of each other. It will carry out your commands to the best of its abilities, if you are incapacitated or absent it will act on its own prioritizing defending you and itself.

It takes its turn on your initiative, though only acting if you command it to. On your turn you can telepathically or verbally (If you know Terran) order it to move as a free action. On your turn you can spend a bonus action to order the Earth Elemental to attack or otherwise use its attack action (Such as Dashing, and so on). It takes its reaction as normal without having to be commanded, but can be ordered to specifically take or not take its reaction.

If the Earth Elemental is killed, you can spend 8 hours in magical meditation to shape a new Earth Elemental into existence. 

(To add your Earth Elemental companion to your D&D Beyond Character Sheet, go to the Extra/Creatures tab, select Manage Extras/Creatures, under Add Extra/Creatures scroll to the Pet Category and make sure "Filter Using Pet Rules" is checked).

High Geologist Image

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