Sorcerer
Base Class: Sorcerer

You are a magical mineral mage, with a deep afinity and connection to the ground and stone of the world. To you, the world hums with positive, natural vibrations. From the mineral lay-lines that run through the center of the world, to the rocky mountains and sandy shores, the world beckons for it's magic to be brought forth and whispers its promises to keep you safe.

Mineral Magic

You know the Magic Stone cantrip and you learn additional spells when you reach certain levels in this class, as shown on the Mineral Spells table. Each of these spells counts as a sorcerer spell for you, but don't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Mineral Spells

Sorcerer Level Spells
1st Entangle, Tenser's Floating Disk
3rd Augury, Spike Growth
5th Meld Into Stone, Wall of Sand
7th Stone Shape, Summon Construct
9th Transmute Rock, Wrath of Nature
 

Stone Guard

Starting at level 1, you can channel the protection of the earth for a short time. As a bonus action, you can grant yourself or an ally within 30 feet a +2 bonus to AC and all saving throws until the end of your next turn. You can do this for free for a number of times equal to your proficiency modifier, and you regain all expended uses of it when you finish a long rest. When you are out of free uses, you can instead spend a spell slot of 1st or higher to use it again.

Tumblestones

Starting at 6th level, you can make the most of every stone and gem around you. When you cast a spell that deals bludgeoning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you gain resistance to bludgeoning damage until the start of your next turn.

Also, when a spell requires gems or diamonds as the material component, you can cast the spell with only half of the required ammount.

Protective Casing

Beginning at 14th level, the ground actively protects you from harm. Once a day, as a reaction to taking damage that leaves you with less than half your maximum hit point total, you gain the benefits of the spell Stoneskin without using a spell slot and without requiring casting components. The spell lasts for the duration without requiring concentration, however the spell ends if you die.

Henge

From 18th level, you can summon the bones of the earth into a pernanent sorcerer's sanctum. As an hour-long ritual, you summon a stone henge with a 30ft radius marked with 8 standing stones, each one 5ft wide and 10ft tall, surrounding you. When you finish summoning the henge, the area within is immediately affected by the Hallow spell with your choice of effect and using your spell save DC. The henge also functions as a permanent teleportation circle with its own unique sigil sequence.

When you use this feature, you can't use this feature again for 30 days. If you die, every creature within one of your henges are immediately targetted with the Bestow Curse (Constitution) spell cast at 9th level against your spell save DC. All of your henges then crumble into dust and gravel.

Previous Versions

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7/4/2021 6:08:27 PM
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