Base Class: Sorcerer
You are a creature of the earth, stone and sand. Your magical ability is drawn from the earth and nature. You might trace your lineage to a powerful sorcerer who once made a deal with mother nature or father earth, or to powerful druids who lost their connections to wildlife but maintained latent magical abilities. Perhaps you were exposed to the powerful energy of Father Earth during a catastrophic seismic event, born during a powerful quake, or your ancestors spent generations deep in the underground, close to Father Earth’s power. Regardless of its origins, Earthbound Sorcerers maintain a connection to the earth, and draw their powers from the land. High level Earthbound can create quakes to destroy entire cities, and shape the land to their will.
Earthbound Sorcerers are both valued and feared. They carry the ability to raise stone buildings at will, or protect cities from powerful quakes and volcanic eruptions. But they can also wield this power to break the ground beneath them, bury their enemies whole, raise magma from the depths of the earth, and use tremors beneath the sea bed to create massive tidal waves. Earthbound Sorcerers can feel Father Earth’s fury, stoke his anger or quell his wrath.
Natural Magic
Starting from 1st level, your magic functions differently from all other spellcasters. Using nature and the earth to cast spells both limits and expands the spells you are able to cast. Your connection to the earth allows you to learn spells from the druid class. When your spellcasting feature lets you learn or replace a sorcerer spell, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, your spells are limited by those which you can connect to the earth (both explicitly, or creatively at your DM’s discretion.) Spells such as mage hand, or minor illusion, create a hand or illusory image using sand, dirt, or earth. You can cast some fire elemental spells by reaching deep into the molten earth, and bringing it’s fire and heat to the surface.
Whenever you cast a spell, it’s power comes from a connection between yourself and the natural world. To cast a spell, you draw upon your own energy, and the energy/heat around you to invest rock, earth, or sand with power. Casting in this way naturally surrounds you with an aura of cold. While consuming the energy and heat around you, you can cover the nearby area in ice. Control over this process allows you to cast spells dealing cold damage. After gathering enough energy, you channel it into the focus of your casting (sand, earth, rock, etc.) This process of investiture reveals itself through a light that ranges from a dim glow (cantrip, low level spells) to a bright light (higher level spell.) This glow cannot be hidden with the Subtle Spell Metamagic. The light created through this process of investiture allows you to cast spells such as dancing lights, or light.
Hard as Stone
As magic flows through your body, it causes physical traits of your connection to the earth to emerge. At 1st level your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are either covered in a crust of sand or stone. Thorns or vines might grow from your follicles and weave themselves into your hair. Your skin and hair become gritty and rough. Dirt and sand seem attracted to your body, and you never look completely clean, even immediately after bathing. When you aren’t wearing armor, your AC equals 13 + your Dexterity Modifier.
Elemental Exchange
At 6th level, your experience grants you greater control over the exchange of energy required to power your magic. This control allows you to focus the light and energy of your investiture into radiant power. Your may now cast spells dealing radiant damage.
In addition, whenever you start casting a spell of 1st level or higher, you find an excess of energy. You gain the ability to expel this excess energy, causing creatures of your choice that you can see within 10 feet of you to take 1d6 cold, radiant, or bludgeoning damage (choose each time this ability activates.) All creature you choose within 10 feet must take the same kind of damage.
The damage dealt through your Elemental Exchange ability increases to 1d8 at 12th level and 1d12 at 18th level.
Bludgeoning
The energy you emit to cast your spell explodes with power. The earth breaks around you and propels a burst of loose rock, pummeling your nearby opponents just after you set your spell loose.
Cold
Gathering enough strength to cast your spell, you reach beyond your own essence and pull from energy around you. As you take in this energy frost forms around you, dealing cold damage to nearby enemies before your spell is cast.
Radiant
You discern an excess of investiture while preparing your magic and release this excess in the form of a bright light at the same time your spell takes effect. Your investiture emits a vibrant light powerful enough to deal some radiant damage to those close enough to see.
Seismic Sense
Starting at 14th level your connection to the earth grants you the ability to sense subtle vibrations through its surface. When you shut your eyes, your seismic sense grants you advantage on perception checks sensed through the vibrations in the ground. Your seismic sense grants you the ability to see structures, walls or creatures in connection to the ground regardless of darkness (either natural or magical.)
You can pinpoint the origin of vibrations within a 60 foot radius, provided that you and the source of the vibrations are in contact with the same ground or substance.
To maintain focus, you must keep your eyes closed, and shut off many of your other senses. You can speak, hear and move, but cannot actively hold conversations. Extreme tremors or loud noises while using this feature may temporarily block your seismic sense to anything but their presence. Finally, you are completely blind to any creatures or structures which are incorporeal, or not in contact with the earth.
While casting meld into stone, your seismic sense is amplified to a 120 foot radius. Your other senses are at disadvantage while merged with the stone, as they normally are while the spell is cast.
Natural Defenses
At 14th level, manipulating the earth comes naturally to you. When an attacker that you can see hits you with an attack, you can use your reaction to protect yourself with a section of sand or stone and halve the attack’s damage against you. Your Natural Defense reaction only applies to a single attack per turn, and does not last until your next turn the way the shield spell functions. This reaction can be used to protect yourself from spell attacks requiring a saving throw, such as a dragon’s fiery breath.
Earth Glider
At 18th level, you gain the ability to move through the earth itself. You gain a magical burrowing speed of 90 feet. Your Earth Glider ability allows you to move through sand, rock earth, mud, or ice. While doing so, you do not disturb the material you move through, and you do not provoke attacks of opportunity.
While in the earth, you have an AC of 24. If a creature attacks the space of earth you occupy and hits, you are expelled from the earth, and you take 6d6 bludgeoning damage. *That creature does not roll for damage on that attack - you only take the 6d6 damage from being expelled. If expelled, you fall prone in an unoccupied space closest to where you were underground.
As an action, you can reduce your burrowing speed to 45 feet for 1 hour, and choose a number of creatures within 30 feet equal to your Charisma modifier. The chosen creatures gain a magical burrowing speed of 45 feet for 1 hour that also grants them the ability to burrow through stone. Once you reduce your burrowing speed in this way, you can’t do so again until you finish a short or long rest.
Previous Versions
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