Base Class: Sorcerer
The land itself has gifted you with powers to bend the land at your will. All life is born from the earth and, in death, all life returns to it. It is common that most sorcerers with these powers have experienced some great tragedy, like losing a loved one, livelihood, or or some sort of status. These experienced have hardened you over time. From your loss you gained something new, an old, powerful magic and an inner strength you didn’t know you had before.
Earthen Magic
You learn additional spells when you teach certain levels in this class, as shown on the Earthen Spells table below. Each of these spells count as a sorcerer spell for you, but they don’t count against your number of known spells.
Whenever you gain a level in this class, you can replace a spell with another spell of the same level. The new spell must be an Abjuration or Transmutation spell from the Sorcerer, Warlock, or Wizard spell lists.
Earthen Spells
| Level | Spells Granted |
|---|---|
|
1st |
Absorb Elements, Earth Tremor |
|
3rd |
Dust Devil, Maximillin’s Earthen Grasp |
|
5th |
Erupting Earth, Meld into Stone |
|
7th |
Stone shape, Stoneskin |
|
9th |
Transmute Rock, Wall of Stone |
|
|
Weathered Resilience
Your connection to the land has given you hard and rock-like skin. When you aren’t wearing armor, your AC equals 13 + your Constitution modifier.
You additionally gain access to the Mold Earth cantrip that doesn’t count towards your known spells.
Pillar Strike
From the ground, a large earth column stretches out in a direction your choice. You can use your bonus action to create a pillar within 5ft of you. The pillar is 5 feet wide and varies in height up to a number of feet equal to 5 x your proficiency bonus. The pillar lasts until the end of your turn before it disappears back into the ground.
If a Large or smaller creature is hit by the pillar, they must make a Dexterity saving throw or be pushed the same direction and length of the pillar. You or an ally can willingly be pushed by the pillar and double their high jump and long jump distance.
In addition, if you successfully push a creature into a wall or ceiling, you deal 1d4 bludgeoning damage. If this doesn’t use the full length of the pillar, you can continue to push the creature into the surface and deal an additional die of damage per additional 5 feet.
Seismic Sense
Hitting your foot against the ground, you can send shockwaves in every direction to give you a rough picture of the environment, whether it is hidden by darkness or earth. As an action, you can expend 1 sorcery point to sense any non-magical traps, secret rooms, hidden objects, and creatures are that are in contact with the ground.
At 11th level, you gain tremor-sense for 1 minute when you use Seismic Sense.
Earth Armor
You morph the earth around your body, covering yourself with a rock-like shield. As a bonus action, you gain a +4 bonus to AC and advantage on Strength checks, Strength Saving throws, and Constitution Saving throws. However, while this is active, your speed is reduced by half and you can’t take reactions. This armor lasts for 1 minute or until you dismiss it as a bonus action. Earth Armor can’t be used while wearing armor or wielding a shield.
Once you use Earth Armor, you can’t use it again until you finish a long rest or you expend 5 sorcery points to use it again.
Earth Armor
Activate this in character builder when you activate this ability.
As a bonus action, you gain a +4 bonus to AC and advantage on Strength checks, Strength Saving throws, and Constitution Saving throws. However, while this is active, your speed is reduced by half and you can’t take reactions. This armor lasts for 1 minute or until you dismiss it as a bonus action. Earth Armor can’t be used while wearing armor or wielding a shield.
Geomancy Mastery
You sink your hands and feet into the ground and become one with it. As an action, you gain complete control of the earth within a 30-foot sphere centered on yourself. The ground shifts and cracks as rocks fly up into the air crating the following effects within the sphere for the next 1 minute:
- The movement speed of enemy creatures within the range is halved while friendly creatures’ speeds are doubled.
- At the end of your turn, all enemy creatures take 2d10 points of bludgeoning damage.
- All friendly creatures receive a +1 bonus to their Armor Class.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use this activity again.
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