Sorcerer
Base Class: Sorcerer

The Order of the Geomancers was founded not by priests, but by the early miners seeking comfort in the treacherous dark. They embraced the earth and searched for meaning in the seeming cruel apathy of the churning rock. One group took on a mystical approach, seeking a balance within the shifting of the earth and the dwarves tearing at its innards to draw forth the precious minerals. They strove for a peace with the Elemental Chaos, and in doing so found themselves walking down the same arcane paths that wizards term Transmutation. This middle state between divine reverence and arcane experimentation is the Path of the Geomancer.

Voice of the Elements

The magic you command is infused with elemental earth. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Resonant Magic

Starting at 1st level, any damage done by your spells to objects, constructs, or undead is doubled. 

Heart of the Mountain

At 6th level, your connection to the Earth deepens. Whenever you start casting a spell of 1st level or higher you become resistant to Slashing, Piercing, and Bludgeoning from Nonmagical Weapons until the end of your next turn.

Secrets of Stone

You can cast <spell>Clairvoyance</spell> without using any material components. You must be touching solid rock to do this and the sensor created must also be in contact with solid stone. Casting the spell in this manner does not consume a spell slot and the range is 10 miles instead of 1 mile. You may use this feature a number of times equal to your CHA bonus.

Earth Glide

Starting at 14th level, you gain the ability to phase through stone and rock. As part of your movement on your turn you can pass into stone or earth and enter the Border Ethereal. In this state you cannot be targeted by creatures not also on the Ethereal plane. You can move normally through objects on the material plane, ignoring difficult terrain, solid obstacles, or even living creatures. You can return to the material plane as part of your movement during your turn or remain in the Ethereal at the end of your turn. If you start your turn in the Ethereal plane you MUST end your turn in the material plane.  If you return to the material plane in an occupied space you are shunted to the nearest unoccupied space and take 22 (4d10) Force damage.

Earth Soul

At 18th level, your connection to the Elemental planes becomes so strong that you are perceived as an Elemental by other Elemental and Undead creatures. Your attachment to your physical form becomes transitory and your reliance on a physical body is lessened.

Your creature type becomes Elemental and you gain immunity to necrotic damage. While in contact with the earth you regain 1 hp/round up to your max HP.

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