Sorcerer
Base Class: Sorcerer

The earth fuels your power, infusing itself into your blood and becoming one with it. Maybe from a distant relation with giant-kin or a druidic power, the source matters not; what does matter is your ability to bend the earth to your will and fight with its strength. Sorcerers of this bloodline are hardier than most and stand strong in the face of battle, neither bending nor breaking in the face of danger.

Earth Totem

At 1st level, you bend the land itself and summon a runic totem. When you cast a spell of 1st level or higher on your turn, you may call upon an earth totem, which appears in an unoccupied space within 10 feet of you. You can have only two totems at a time and you can’t create a third totem while you have two.

The totem is a Medium magical object. The totem has 15 AC and a number of hit points equal to five times your sorcerer level. It is immune to poison damage, psychic damage and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.

For the duration, you can cast spells as though you were in the totem's space, but you must use your own senses.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Titan Fortitude

Your might is channeled through your body and hardens your resolve. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Standing Stone

Starting at 6th level, when you or a friendly creature starts its turn within 10 feet of one of your totems, they gain temporary hit points equal to half your sorcerer level. Additionally, you can use your bonus action to move one of your totems up to 30 feet to a space you can see, but it must remain within 120 feet of you.

Ruin Totem

At 14th level, your totems hum with a continuous harmonic rhythm that weakens foes around it. When you cast a spell from one of your totem's space and target a creature within 10 feet of the totem, the creature has disadvantage on any saving throw it makes against that spell.

Stones of the Earth

Beginning at 18th level, you master control of your totemic power. You can now have three totems at the same time. 

As an action, you shatter any number of your totems against the ground causing it to break apart and destroying the totem, each creature within 10 feet of a totem when you do this must succed a Constitution saving thow against you spell save DC or be stunned until the end of your next turn. The ground within 10 feet of your totem becomes difficult terrain until cleared by magical means, and when a creature moves into or within the area, it takes 3d6 piercing damage.

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