Base Class: Sorcerer
Your innate magic comes from the power of elemental earth in the areas rendered less habitable by environmental changes. Many with this power can trace their magic back to growing up in the harsh environment outside of so-called "civilized" borders. Whether power was awakened suddenly by a traumatic experience, existed from a young age developing as a defense to the conditions, or any other connection to the lands which most people choose to avoid the magic of the land suffuses your form.
Ravaged Land sorcerers are invaluable for surviving in the Ravaged Lands. Their magic allows them to exert control over earth and other environmental factors in their immediate area. Their abilities also prove useful in addressing the challenges created by the native flora and fauna that have adapted to life in this harsh terrain.
Earth Speaker
The arcane magic you command is infused with elemental earth. 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.
Tectonic Magic
Starting at 1st level, you can use a bonus action on your turn to cause nearby stone to ripple and shift, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to move yourself up to 10 feet, or another target within 5 feet of you up to 5 feet, without provoking opportunity attacks. An unwilling target may make a Strength saving throw against your sorcerer spell save DC. On a successful save the unwilling target does not move.
Born of Stone
At 6th level, you gain resistance to acid and bludgeoning damage. In addition, whenever you start casting a spell of 1st level or higher that deals acid and bludgeoning damage, earthen magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take acid and bludgeoning damage (choose each time this ability activates) equal to half your sorcerer level.
Unerring Guide
At 6th level, you gain the ability to travel with greater ease through harsh terrains.
In any non-urban terrain, if there are extreme weather conditions (cold, heat, strong wind, heavy precipitation, etc.), you can use an action to reduce the impact of those conditions in a 20-foot-radius. You can end this effect as a bonus action.
You can use a bonus action each round to decern the safest course forward and toward your destination. This grants you and allies within 10 ft. a +5 bonus to Intelligence (Nature) checks to identify wilderness hazards and a +5 bonus to any saving thrown against the effect of wilderness hazards.
Earth’s Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to begin to turn the attacker to stone. The attacker must make a Constitution saving throw against your sorcerer spell DC. On failure, it is restrained as its flesh hardens, on a successful save the effect ends. If an attacker failed the first saving throw it must make another saving throw at the beginning of its next turn. On a second failed save it remains restrained for the turn and the effect ends at the start of the creature's next turn. On a successful save the effect end immediately.
Form of the Lands
At 18th level, you gain immunity to acid and bludgeoning damage.
You also gain a magical burrowing speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical burrowing speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
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