Base Class: Sorcerer
Stone Soul Sorcerers, also known as Geomancers or Stone Mages, are creatures born with a power over the element of Earth. Some gain the power due to some blood lineage with an elemental being while others may hold some connection to the Elemental Plane of Earth. Some might have gained powers from ancient rituals while others may not seem to have any clear origin - they were just born with them. Whatever the origin, such Sorcerers hold tremendous power over the Earth. Some can craft the stone into what they will or create stone objects seemingly out of nowhere while others might cause the Earth to move - causing great earthquakes!
Spells of the Earth
You have magic specific to the element of Earth to change and control it. You learn the Mold Earth cantrip which doesn't count towards your maximum known cantrips. You also learn the following spells at the specified Sorcerer levels. These spells do not count towards you maximum known spells. These spells cannot be swapped for different spells upon reaching new levels. If the listed spell is not normally on the Sorcerer spell list it is still considered a Sorcerer spell for you.
Spells of the Earth
Cleric Level | Spells |
---|---|
1st | Earth Tremor |
3rd | Maximilian's Earthen Grasp |
5th | Meld Into Stone |
7th | Erupting Earth |
9th | Wall of Stone |
11th | Bones of the Earth |
For all spells granted by this Spells of the Earth feature can be cast using only a Somatic component instead of whatever spell components the spell normally requires.
Starting from 3rd level you can cast any spell of 1st level or higher from this Spells of the Earth feature at their base level using Sorcery Points instead of spell slots. The Sorcery Point cost is equal to the spell's base level.
Tough as Stone
You are naturally resilient to damage. Perhaps your skin has stone-like plates or just takes on a stone-like quality whenever you would be damaged. In any case your Armor Class is 13 + your Dexterity modifier when not wearing armour. Also, whenever you complete a short or long rest you gain Temporary Hit Points equal to your Sorcerer level + your Charisma modifier.
Stonecraft
On reaching 6th level in this class your magic has grown stronger and your affinity with stone has granted you the ability to craft with it. You become proficient with Mason's Tools. You don't need to actually possess Mason's Tools in order to craft with them as you can use your innate magical power over the earth to achieve the same result as if you had. Whenever you need to make a Mason's Tools check you can do so using Charisma as the ability for it. You can craft using Mason's Tools, be it normally or magically, in half the usual time and using half the material costs.
In addition you can conjure stone objects out of nothing. As an action you can create a Light object or a Heavy object. The object must be made of stone but can be any shape or colour you want. The stone material can be standard stone which can be worked or unworked, but cannot be gemstone. You could create something made of rock, of sandstone, of cement, of bricks, of ceramic or of marble or any combination thereof. Creating something simple in design is easy such as a basic block, table, chair, etc. To make something more complicated such as something with ornate details, weapons, etc you can make a Mason's Tools check - the DC will be decided by the DM.
Light - the object can be summoned in any unoccupied space you can see within 5 ft of you or into your open hand even if you can't see your hand. It cannot exceed 20 lbs in weight and cannot be larger than 2 ft on any side. You can summon a Light object once without cost and regain the ability to do so after completing a short or long rest but you can summon more beyond this with a cost. Summoning a Light object costs 1 sorcery point or 1 spell slot of 1st level or higher. You can have a maximum number of Light objects active at one time equal to your Charisma modifier, minimum 1. If you are at the limit and conjure a new Light object the oldest currently active Light object will disappear.
Heavy - the object can only be summoned to an unoccupied space you can see that is on a ground, floor or similar surface that will be capable of supporting it for at least 1 minute without aid. It can be any weight as determined by size shape and materials. It must be larger than 2 ft on all sides up to a maximum of 10 ft on a side. You can summon a Heavy object once without cost and regain the ability to do so after completing a long rest but you can summon more beyond this with a cost. Summoning a Heavy object costs 3 sorcery points or 1 spell slot of 3rd level or higher. You can only have one Heavy object active at a time - if you conjure a new Heavy object while you already have one active that first one disappears.
The conjured objects last for 1 hour unless destroyed. You can also dismiss any or all objects as a single action. The conjured objects appear or seem magical to anything that can ascertain magic. For instance the Detect Magic spell will allow the caster to know your conjured objects are magical and they will appear to have an aura of Conjuration magic. An Identify spell will let the caster know the conjured object was created through innate sorcerery rather than a spell and how much longer it will last. Despite this the conjured objects cannot be dispelled and are immune to the effects of things like Antimagic Field.
Rocky Resilience
Starting from 14th level you can embody the resilience of rock both physically and mentally. When you take damage you can use your reaction to halve the damage you would receive. You can use this feature once without cost and regain the ability to do after completing a short or long rest. After this any additional uses will require a cost of 2 sorcery points or one spell slot of 2nd level or higher.
Travel the Earth
On reaching 18th level your connect to earth has granted you the power to travel it. This power can be used in two ways:
Earth Glide.
You gain a burrow speed equal to your walking speed. With this you can burrow through nonmagical earth and stone. While doing so, You do not disturb the material you move through. Moving through the earth this way is like flying through the air for you. While using this you do not need to breathe. If you ever become incapacitated while travelling in the earth or through stone you are immediately shunted to the nearest unoccupied space outside of any earth/stone and take 1 force damage for every foot you are shunted - this damage cannot be prevented or reduced by any means and ignores resistance and immunity. While travelling this way or while standing upon ground you have Tremorsense out to a range of 60 ft.
((Note: It is not possible to have this automatically set a burrow speed equal to a walking speed so it will set a burrow speed of 30 ft. If your walking speed is different you can click the Speed box on the character sheet and customise the burrowing speed to match.))
Ground Transport
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 become a Ground Anchor to you. You can have a number of Ground Anchors equal to your Charisma modifier, minimum 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 and 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 without cost and regain the ability to do so after completing a long rest but you can also use it at cost of 6 sorcery points or 1 spell slot of 6th level or higher.
To set burrowing speed equal to walking speed, put "Set - Innate Speed (Burrowing)" and leave everything else empty.
I don't usually do this but I gotta say I love this subclass! Only thing I think would make it better is if the AC you get was 13 + Con rather than Dex