Base Class: Sorcerer
Your magic springs from a mystical link between your soul and the magic of elemental stone. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat.
Stoneblasting
1st-level Stoneblast feature
You know the Mold Earth and Magic Stone cantrip. These cantrips don’t count against the number of sorcerer cantrips you know. The enchanted stones float nearby. You can cast Magic Stone as an action. When you do so, you may also make a ranged spell attack with one of the pebbles as part of the action. You may make a ranged spell attack as a bonus action on this and subsequent turns utilizing one excess pebble in your possession. You do not add your spell modifier to any of these enchanted pebbles. You may have different targets for each pebble. You can also expend sorcery points to use excess pebbles in your possession at the cost of 1 sorcery point per available pebble to a max of your proficiency bonus per turn.
If you cast this spell again, the spell DOES NOT end early on any other pebbles still affected by it to a maximum of 5+ your sorcerer level
At Higher Levels In This Class: The number of pebbles that you can attack with as an action or bonus action increases by 2 and double that amount that is enchanted by the spell at 5th level (7 enchanted, up to 3 used by the action/bonus action), 11th level (11 enchanted, up to 5 used by the action/bonus action), and 17th level (15 enchanted, up to 7 used by the action/bonus action).
Earthen Spells
1st-level Stoneblast feature
You learn additional spells when you reach certain levels in this class, as shown on the Earthen Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know and are always prepared.
Earthen Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Catapult, Earth Tremor |
| 3rd | Earthbind, Maximilian’s Earthen Grasp |
| 5th | Erupting Earth, Meld into Stone, Wall of Sand |
| 7th | Stone Shape, Stoneskin |
| 9th | Transmute Rock, Wall of Stone |
Stone Surfing
6th-level Stoneblast feature
You can choose to begin stone surfing and dash as a bonus action. This movement also allows you to surf over liquid surfaces.
Stonesight
6th-level Stoneblast feature
While in contact with the ground, you have Tremorsense out to a range of 30 ft.
Geomancy
14th-level Stoneblast feature
Upon reaching 14th level, your mastery over the earth's energies becomes an unstoppable force. When you cast a spell on your turn, you can choose to infuse it with the raw power of the earth element. By doing so, you add your Constitution modifier to the spell's DC, spell attack modifier, and damage rolls. You may do so before or after learning the dice roll but before the result is announced. The added damage is treated as force damage, reflecting the indomitable strength of your connection to the earth. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses after completing a long rest.
Moreover, your ability to manipulate the essence of your spells extends to altering their elemental nature. When you cast a spell that normally deals any type of damage, you can expend 1 sorcery point to transform the damage into force damage. This metamorphosis showcases your unparalleled control over the mystical forces you channel, allowing you to reshape your spells to suit your needs.
Stoneporting
18th-level Stoneblast feature
You can take 1 minute to mark a 15 ft square area of ground that is nonmagical unworked earth or stone. You must touch the ground while you do this and you must concentrate as if concentrating on a spell. This marked area becomes a Ground Anchor to you. You can have a number of Ground Anchors equal to your Charisma modifier (minimum of 1). If attempting to create a new Ground Anchor when at your limit you must dismiss a previously made Ground Anchor of your choosing otherwise this attempt fails. You can also dismiss a previous Ground Anchor as an action. You can dismiss a Ground Anchor at any time no matter how far away it is.
You can use your action to teleport you and up to 8 willing creatures you can see or touch within 10 ft of you to any of your Ground Anchors that are on the same plane of existence as you. If the chosen Ground Anchor is occupied you and those you brought with you will appear in the nearest unoccupied spaces on the ground. You can use this teleport once per day without cost and regain the ability to do so after completing a long rest but you can also use it at the cost of 6 sorcery points or 1 spell slot of 6th level or higher.
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Posted Dec 20, 2023This subclass was meant to be the machine gun Sorcerer. Magic Stone cantrip generates "ammo" and does damage if you want it to. You don't HAVE to expend the "ammo" you build. Similar to Artificer's Artillerist, it has decent bonus damage potential, so if you need to cast a support spell or run, you can still deal damage with excess "ammo". I like to play it with a handful of d20's to do my attacks all at once and a handful of tiny d6's to denote the amount of "ammo" I currently have generated. It's quite fun!
Also, with the Earthen Spells feature, you don't need to worry about using all of your spells known on Stone-like spells, leaving you with no chance of utility.
I would recommend feats like "Mobile" as it has high synergy with Stone Surfing at level 6. Otherwise, base stat pumps (CHA, CON/DEX) are recommended for maximum hit chance and survival. Keep on blasting!