Wizard
Base Class: Wizard

Geomancers are powerful spellcasters whose powers are derived from the land. They devote themselves to places of power, usually those related to where they learned their magic, and draw power from there. Where they derive their power from usually shapes the magics they possess, and what types of mages they become. 

Gift of Geomancy

Starting at 2nd level, you learn to speak, read, and write Primordial. In addition, you gain tremorsense out to a range of 10 feet. You can sense the presence of elementals within the range of your tremorsense.

Your tremorsense expands as you gain levels in this class. It extends to a range of 30 feet at level 6, to a range of 60 feet at level 10, and to a range of 90 feet at level 14.

Geomancer Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. Starting at 2nd level, you gain access to geomancer spells connected to the land of your choice. Choose that land — coast, forest, grassland, mountain, or swamp — and consult the associated list of spells.

Once you gain access to a geomancer spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the wizard spell list, the spell is nonetheless a wizard spell for you.

Coast
WIZARD LEVEL SPELLS
2nd fog cloud, silent image
3rd augury, mirror image
5th counterspell, hypnotic pattern
7th arcane eye, hallucinatory terrain
9th dominate person, scrying
Forest
WIZARD LEVEL SPELLS
2nd entangle, speak with animals
3rd spike growth, summon beast
5th plant growth, speak with plants
7th conjure woodland beings, guardian of nature
9th tree stride, wrath of nature
Grassland
WIZARD LEVEL SPELLS
2nd healing word, protection from evil and good
3rd aid, moonbeam
5th daylight, dispel magic
7th freedom of movement, sickening radiance
9th dispel evil and good, wall of light
Mountain
WIZARD LEVEL SPELLS
2nd burning hands, chaos bolt
3rd Maximilian's earthen grasp, shatter
5th fireball, lightning bolt
7th confusion, dominate beast
9th summon draconic spirit, wall of stone
Swamp
WIZARD LEVEL SPELLS
2nd bane, dissonant whispers
3rd darkness, ray of enfeeblement
5th animate dead, stinking cloud
7th blight, phantasmal killer
9th infernal calling, negative energy flood

Land's Resprisal

At 6th level, you begin to draw power from the ground itself. As long as you are standing on the ground, you can use this feature as an action. The effects vary depending on the type of ground. When you use this feature, you cannot use this feature again in the same type of ground until you finish a long rest.

Earth. If you are standing on dirt, sand, or clay, you can cause a 10-foot radius sinkhole to appear at a point within 30 feet of you in an area of the same type. Any creatures within the radius of the sinkhole must make a Dexterity saving throw or become restrained for 1 minute. A creature restrained this way can make a Strength (Athletics) check on its turn to escape from the sinkhole.

Stone. If you are standing on rocks or stone, you can cause an emanation to appear from an unoccupied space within 30 feet of you in an area of the same type. The emanation extends 15 feet from the space in which it appears, affecting any creatures in its path. Any creature in the 15 feet of the emanation's path is pushed to one side and must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage.

Grasses and Undergrowth. If you are standing in an area of plant undergrowth, you can cause the plants to grow wildly in a 10-foot radius around a point of your choice within 30 feet of you in an area of the same type. That area is difficult terrain. Any creature that starts its turn in the area must succeed on a Strength saving throw or become restrained for 1 minute. These plants can also be attacked and destroyed(AC 10; hp 5; vulnerability to fire, necrotic, and poison damage; immunity to bludgeoning, and psychic damage).

Wet Ground. If you are standing on wet ground, such as in water, on marshland, or on a beach, you can cause a wave of water to crash down from a point of your choice within 30 feet of you in an area of the same type. This wave is up to 20 feet long, is 5 feet wide, and is 5 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. 

Geomancer's Glide

At 10th level, your walking speed increases by 10. This bonus increases to 20 if you are on the land type associated with your choice of geomancer spells.

In addition, while you are on the land type associated with your choice of geomancer spells, as an action, you can attune yourself to the land for 1 hour. While attuned in this way, you gain a burrowing speed equal to your walking speed, and you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

Once you use this feature, you can't do so again until you finish a long rest.

Channel Mana

At 14th level, you gain the ability to draw from the mana of the earth. When you cast a spell of 1st level of higher, you can use this feature to strengthen your spellcasting. The spell cast this way is cast at 1 spell slot higher than the spell slot used. This can't increase the spell's level beyond 9th. If you use this feature while on the land type associated with your choice of geomancer spells, it increases the effective slot by 2 spell slots higher than the spell slot used instead.

This feature can be used a total number of times equal to your proficiency bonus. You regain all expended uses on a long rest.

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