Sorcerer
Base Class: Sorcerer

In the vast and mystical realms where arcane energies weave through the fabric of existence, sorcerers emerge as natural conduits of this raw power. Unlike mages who rigorously study the arcane or clerics who derive their spells from divine entities, sorcerers are born with an innate ability to tap into and shape the latent magic that surrounds them. Among these gifted individuals are the Geomancers, sorcerers whose essence is inextricably linked with the ancient and enduring forces of the earth.

Geomancers command the power of stone and elemental fury, blending the steadfastness of the earth with the tumultuous energy of nature. Their magic is born from a deep connection to the land, allowing them to manipulate the terrain, call forth protective barriers of stone, or unleash the destructive force of seismic energies. These sorcerers often find their powers awakening in places where the earth's magic is strongest, such as deep caves, ancient stone circles, or atop towering cliffs.

As guardians of the earth's ancient magic, Geomancers stand as a testament to the enduring power of the natural world, a reminder that even in an age of high magic and great kingdoms, the primal forces of the earth remain a formidable and awe-inspiring power.

 

Geomancer Expanded Spell List

 

Geomancer Spells
1st-level Geomancer feature

You learn additional spells when you reach certain levels in this class, as shown on the Geomancer 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. 

Geomancers also learn the mold earth cantrip at level 1, which does not count against the amount of cantrips known.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Transmutation or an Evocation spell from the sorcerer, warlock, or wizard spell list.



Geomancer Spells
Sorcerer Level Spells
1st Earth Tremor, absorb elements, mold earth
3rd spike growth, Maximilian's Earthen Grasp
5th Erupting Earth, Meld into Stone
7th Stone Shape, stoneskin
9th Bones of the Earth, Transmute Rock

Geomancer's Armor

Through your deep connection with the earth, you gain enhanced resilience and protection. Your skin hardens like stone or shimmers with elemental energy, increasing your defenses and vitality. While you are not wearing armor, your Armor Class is 13 + your Constitution modifier.

Additionally, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Elemental Absorption

Your affinity with the earth grants you the ability to absorb elemental forces directed at you or your allies. You can cast 'Absorb Elements' without expending a spell slot a number of times equal to your proficiency bonus, replenished after a long rest. Additionally, starting at 1st level, you can choose to cast this spell on an ally within 15 feet who can see or hear you using your reaction.

Elemental Stone Strike

At 6th level, you learn to channel the elemental energy absorbed by your Elemental Absorption feature into a ranged spell attack. As a bonus action, you can make a ranged spell attack, or melee spell attack against a target within 60 feet, hurling an elemental-infused stone at them. On a hit, the target takes bludgeoning damage equal to 1d8 + your Charisma modifier.

The damage increases by 1d8 when you reach 11th level (2d8), and again at 16th level (3d8).

If you have absorbed energy with 'Absorb Elements,' you can choose to release the stored energy as part of this attack, adding the absorbed energy's damage type to the damage roll.

Swift Earth's Call

At 14th level, your mastery of geomancy allows you to swiftly call upon the earth's guardians. You can cast 'Conjure Elemental' (limited to Earth Elementals) as a bonus action instead of its usual casting time, without expending a spell slot. This feature can be used once, and you regain the ability to use it again after finishing a long rest. You must maintain concentration on the spell as normal.

Fury of Earth

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal magical bludgeon damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is knocked prone.

Avatar of Stone

At 18th level, you become a true avatar of the earth's might. As an action, you can expend 5 sorcery points to transform into an Earth's Avatar for 1 minute. While transformed, you gain the following benefits:

  • Your skin turns to living stone, granting you resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You gain tremorsense out to a range of 60 feet.
  • Any spell you cast that deals bludgeoning damage deals additional damage equal to your Charisma modifier.
  • Once during this transformation, you can use a bonus action to perform a seismic step, a teleportation move that functions like 'Thunderstep.' You can teleport to an unoccupied space you can see within 60 feet, causing a burst of seismic energy at the point you left. Each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can't use it again until you finish a long rest.

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