Sorcerer
Base Class: Sorcerer

Geomancers use their strong connection with earth and stone.

Geomancer Spells

1st–level Geomancer feature

You learn additional spells when you reach certain levels in this class, as shown on the Geomancer Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.

Geomancer Spells

SORCERER LEVEL SPELLS
1st Earth Tremor, Mold Earth, Shield

 

3rd Earthbind, Spike Growth

 

5th Erupting Earth, Meld into Stone

 

7th Stone Shape, Stoneskin

 

9th Passwall, Transmute Rock

Tarren Gifts

1st–level Geomancer feature

Your connection with the earth and stone grants you many gifts. You gain proficiency with clubs, light hammers, war picks, and mason's tools. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. If you already know Primordial, then you may pick a different language of your choice. You can move across difficult terrain made of earth or stone without expending extra movement. Finally, you gain Tremorsense out to a number of feet equal to five times your Proficiency bonus.

Stone Armor

6th–level Geomancer feature

As a bonus action, you can touch one willing creature (or yourself) and create a set of magical stone armor affixed to the creature. While a creature is wearing this stone armor, they gain a +1 to their Armor Class, they gain a number of temporary hit points equal to three times your Sorcerer level, and while they are standing on stone or packed earth, they have advantage on saving throws and ability checks against being knocked prone or moved.

The stone armor last for 1 hour or until all of the temporary hit points are gone. A creature can only benefit from one Stone Armor at a time. You can use this feature a number of times equal to your Proficiency bonus, and you regain all uses when you complete a short or long rest.

Pillars of the Earth

14th–level Geomancer feature

As an action, you summon a stone pillar from the earth at a point you can see within 60 feet of you. A pillar can extend from any surface made of earth and stone that is large enough to support it.

If a pillar cuts through a creature's space when it appears, the creature must succeed on a Dexterity saving throw against your spell save DC. On a failed save, the creature is pushed the full distance of the pillar.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 3d8 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against your spell save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

A pillar does not need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing earth or stone. Thus, you can use this feature to bridge a chasm or create a ramp.

Each pillar is a cylinder that has a diameter of 3 feet and a height of up to 30 feet. Each pillar has an AC 15 and 60 hit points. Reducing a pillar to 0 hit points destroys it and might cause connected pillars to collapse at the GM's discretion. A stone pillar has vulnerability to thunder damage; resistance to bludgeoning, piercing, and slashing damage; and immunity to necrotic, poison, and psychic damage.

You can use this feature a number of times equal to your Proficiency bonus, and you regain all uses after you complete a short or long rest.

Stone Body

18th–level Geomancer feature

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You are immune to the paralyzed and petrified conditions.

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