Base Class: Wizard
Focusing on the manipulation of the Earth, those who follow the Geomancy tradition delve into the primal forces of nature. These spellcasters harness the strength of the soil and stone, weaving the very fabric of the ground into their magic. With an innate connection to the land, Geomancers shape the terrain like an artist molding clay, commanding the earth to protect, entrap, or empower.
Level 3: Geomancy Savant
Choose two Wizard spells from the Transmutation or Conjuration schools, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can choose one Wizard spell from the Transmutation or Conjuration schools to add to your spellbook for free. This spell must be of a level for which you have spell slots.
Level 3: Terra Manipulation
Earth Affinity: You gain proficiency in the Nature skill. Additionally, you can add your Intelligence modifier to your checks related to Nature.
Shifting Earth: As an Magic Action, you can manipulate the terrain within a 60-foot radius around you, altering a 30-foot landscape to create Difficult Terrain manifesting as a muddy ground, or any other earth-based terrains of your choice. This effect lasts for 10 minutes and can be used twice per Long Rest.
Level 6: Rockbound Endurance
Fortify: Your expertise in commanding the earth allows you to maximize the effectiveness of warding spells. You know how to cast Stoneskin, and this version of the spell is always prepared. When using Stoneskin on yourself, it requires neither Concentration, nor casting components.
Earthen Resilience: Your maximum Hit Points increases by your Intelligence modifier, and it increases by 1 every time you gain a level.
Level 10: Terrain Mastery
Geomantic Adaptation: When you are standing on natural ground, your movement speed cannot be reduced, and you have Advantage on Saving Throw against being Grappled or Restrained.
Blessing of the Land: You know how to cast Conjure Woodland Beings, and Greater Restoration once per Long Rest. They do not consume spell slots and are always prepared.
Level 14: Transcendence of Earth
Grounded Erosion: When a creature you can see takes damage from your spells, you can use your Reaction to disrupt their footing, causing them to fall Prone unless they succeed on a Dexterity Saving Throw against your spell save DC.
Tremorsense: You gain Tremorsense, allowing you to sense vibrations in the ground within a radius of 60 feet, as long as you are touching the ground. While Tremorsense is active, you gain Advantage on Perception check.
Previous Versions
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