Wizard
Base Class: Wizard

It is a widespread misconception that dwarfs dislike all kinds of magic. Dwarfs worship the powers of the elements, and the most gifted among them have managed to master the raw forces of earth and fire. Like all others of their race, Dwarf Geomancers are sturdy and strong. 

individuals who have delved deep into the study and exploration of the mystical properties of gemstones and crystals. They believe that these precious stones hold within them an innate magic that can be harnessed to create powerful spells and wondrous creations.

Through tireless research, experimentation, and meditation, they have learned to tap into the elemental energies that flow within these stones, gaining an unparalleled mastery over the forces of nature. They use their knowledge and skills to create dazzling displays of arcane power, weaving spells that can stun, heal, and destroy with equal measure.

Battle Bred Wizards

Gain proficiency in shields, heavy armor, as well as Axes, Hammers, and Picks

Geosmith

Beginning when you select this school at the 2nd level, you are able to create dwarven gem-based enchantments.

Basic Gem enchantments give your weapon the magical property for the purpose of damage and resistances and adds 1d4 of acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant,  or thunder damage to attacks

A gem enchantment takes a number of days equal to half of your wizard level to create and costs 300 gp multiplied by your wizard level 

At 4th level you are able to increase the potency of your enchantments allowing you to create +1 weapon by enchanting them and increasing the damage die of your gem enchantments to 1d6,  at 7th level this increases to 1d8, at 10th level you are able to create +2 weapons and increase the damage die of enchantments to 1d10, at 13th level enchantment damage die increases to 1d12, at 17th level you can create a single master gem enchantment, granting the weapon its placed on +3 to attacks and damage rolls and dealing 2d12 damage of the enchantments type

Additionally, you're able to make melee attacks using your intelligence modifier rather than your Strength modifier

Stone Tomb

Starting at 2nd level when you choose this school, your control over rock and stone can magically encase another creature of large size or smaller (increases to Huge at 9th level, and Gargantuan at 18th level). As an action, choose one creature that you can see within 15 feet of you. It must succeed on a DEX or STR saving throw against your wizard spell save DC or be restrained by you until the end of your next turn. The restrained creature’s speed drops to 0, and the creature is incapacitated and encased in stone.  

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. The restrained creature is able to attempt a new saving throw at the end of each of its turns.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

This can also be used on yourself as a variation of the level 1 shield spell and acts in the same fashion with one notable exception which is it does not prevent magic missile from striking the target.  As a reaction, the caster can invoke Earth's Embrace giving all the benefits of a shield spell (minus the immunity to magic missile) at 2nd level.  The caster must be in contact with the ground for this ability to work.  Able to be cast in this way a number of times per day equal to INT modifier, minimum 1, per long rest.

Variable Enchantment

Beginning at 6th level,When using a weapon enchanted with a gem of your own creation, you can change the effects of the enchantment by channeling your magic. As a bonus action, you can change the type of damage a weapon-based Gem enchantment deals. 3 times per long rest you can focus this energy into your strikes, you can add a number of d6 to the attack equal to your proficiency bonus dealing the type of damage your gem is currently attuned to: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder

 

One with the Earth

Your connection to earth and stone grows stronger, you gain tremor sense to a range of 15 ft this increases to 30ft at 12th level and 45ft at 18th level

Spell storing enchantments

Starting at 10th level, you can cast a spell of 5th level or lower into a gem enchantment on a weapon, the spell can then be released on a successful attack roll as a free action, or as a reaction depending on the properties of the spell

Rock and Stone

Starting at 14th level, your command over stone is uncontested. As an action you may summon an earth elemental of Challenge rating 5 or lower to an unoccupied space within 90 feet of you. The elemental lasts for 10 minutes after which it crumbles into a pile of rocks and boulders.

The elemental is friendly to you and your companions for the Duration. The elemental's maximum hp is increased by an amount equal to your wizard level and it gains a bonus to attack rolls and saving throws equal to your Intelligence modifier. Roll Initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from Hostile creatures but otherwise takes no Actions. 

Once you use this feature, you cannot do so again until you finish a long rest.

Earth Gliding

Earth Glider

At 14th-level, you gain a burrow speed equal to half your walking speed and can burrow through nonmagical, unworked earth and stone

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