Wizard
Base Class: Wizard

You have studied spells and the manipulation of the earth to change matter to suit your needs and damage your enemies. Similar to transmutation magic, you know that the elements are not fixed things, but mutable and can be changed with the right magical pull. You may wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.

Some geomancers are smiths, jewel crafters, or magical enchanters, turning stones and gems into magical items or spells. Most geomancers are neutral and believe in protecting the earth but others wish to use their prowess to cause destruction or earthquakes.

Geo-Focus

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. You also learn the cantrip Magic Stone.

Ecliptic Stones

Starting at 2nd level when you select this school, your Magic Stone can now only be used by you. The stones created by your Magic Stone cantrip now float around your head. When you use your action to hurl a stone at a target, you may use your bonus action to throw another stone at the same target (this does use one of the three stones you created). You may also change the damage type of your stones from bludgeoning to fire, cold, or force.

Geomancer's Guardians

Starting at 6th level, you can harness the earthen magics beneath you to cast the Find Familiar spell without expending a spell slot and without consuming any spell components. If you do not have the Find Familiar spell, you may add it to your spellbook for free.

When you summon your familiar this way, you may instead summon one of the following Mephits.
Ice Mephit
Smoke Mephit
Dust Mephit
Mud Mephit
Magma Mephit
Steam Mephit

Additionally, as an action once per day, you may empower your Mephit, surging earthen magic through your new familiar. Your Mephit explodes, activating its Death Burst ability. You may then summon up to 4 Mephit of the same type in empty spaces within 5 feet of the explosion. These Mephit act on your turn and cannot summon other Mephit. These summons last for 1 minute, until destroyed, or until dismissed by you. If a Mephit created this way moves more than 60 feet away from you they are destroyed, dissolving into the earth, not activating their Death Burst ability.

Lasting Emanation

At 10th level, you have merged part of your magical essence with the earth. During a long rest, you may choose one of the following passive enhancements to your character. This enhancement lasts until this feature is used again.

Earth
You gain a +3 to your AC.

Magma
Any creature that hits you with a melee attack takes fire damage equal to your spell casting modifier.

Air
You gain a flight speed equal to your walking speed.

Water
You have resistance to all non-magical slashing, piercing, and bludgeoning damage.

Terrain Manipulation

Starting at 14th level, your geomantic power allows you to manipulate the terrain surrounding you. A number of times equal to your proficiency modifier, as an action, you can modify the terrain surrounding you in a 10 foot radius, moving with you. This manipulation lasts for 10 minutes, until dismissed/dispelled, or until you use this feature again.

In addition to the effects below, the terrain created by this feature is considered difficult terrain.

You may choose one of the following manipulations:

Rocky Terrain
While in this terrain, up to 5 creatures you choose gain a +3 to their AC.

Magma Terrain
Any creature, excluding you or your familiar, that enters the area of effect of this terrain or starts their turn in it takes fire damage equal to your spell casting modifier.

Water Terrain
While in this terrain on your turn, up to 5 creatures you choose gain temporary hit points equal to your spell casting modifier.

Icy Terrain
Any creature, excluding you or your familiar, that enters the area of effect of this terrain or starts their turn in it must make a dexterity saving throw equal to your spell save DC or be knocked prone.

Hazy Terrain
While in this terrain, up to 5 creatures you choose gain +5 to any stealth check.

Windy Terrain
While in this terrain, up to 5 creatures you choose gain a flight speed equal to your walking speed.

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