Base Class: Wizard
Users of Geomancy mold the earth into powerful yet extraordinarily volatile attacks.. wielding the unstable power of the earth, a Geomancer controls the battlefield with overwhelming power. As you learn to manipulate the world around you, your abilities become more stable or in some cases significantly more volatile.
Geomancers require a sound mind and body or risk destroying themselves with their own spells, capable of casting with either Intelligence or Constitution.
NOTES: I got Geomancy spells in my other homebrew.
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.
Stable Spells
Beginning at 2nd level, you gain resistance to the self-damage done by Geomancy spells.
Active molder
At the 6th level a Geomancer can reroll self damage dice, you must use the new roll.
Geomantic release
Starting at level 10 a Geomancer can choose to take full (Unresisted) self-damage from a Geomancy spell of their choice instead of expending a spell slot.
Volatile release
Starting at 14th level a Geomancer can cast any spell as a reaction at the cost of rolling double self damage dice.
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