Stone Sorcery
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Stone sorcerers have a natural affinity for combat, coating themselves in hardened rock and throwing punches that strike with the force of boulders.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.
Starting at 2nd level, when you use your action to do a landslide punch, you can spend 1 sorcery point to make another landslide punch as a bonus action. Starting at 3rd level, you can apply any metamagic you know to the landslide punch, treating it as a cantrip.
The damage of this ability increases as you gain levels in this class, becoming 2d10 damage at 5th level, 3d10 at 11th level and 4d10 at 17th level.
Additionally, as an action while you have this cover, you can spend 2 sorcery points to turn it into a boulder and roll it at your enemies. Every creature in a 5 by 30 foot line from you must make a strength saving throw, taking magical bludgeoning damage equal to 2d8 + half your sorcerer level and if the creature is large or smaller, being knocked prone on a failure, or half as much on a success. A creature that succeeds on the saving throw isn't knocked prone.
Earthen Magic
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Earthen Magic table below. Each of these spells counts as a sorcerer spell for you, but it doesn'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. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level | Spells |
---|---|
1st | armour of Agathys (deals piercing damage), earth tremor |
3rd | Maximilian's earthen grasp, spike growth |
5th | erupting earth, meld into stone |
7th | stoneskin, summon elemental (earth only) |
9th | transmute rock, wall of stone |
Stone's Durability
At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armour, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or until you don armour.Landslide Punch
You learn to strike with the force of mountains. At 1st level, as an action you can coat your fist in rock and strike a creature or object within 5 feet of you. Make a melee spell attack roll, adding your constitution modifier to the attack roll instead of your charisma modifier. On a hit, the target takes 1d10 + your constitution modifier magical bludgeoning damage.Starting at 2nd level, when you use your action to do a landslide punch, you can spend 1 sorcery point to make another landslide punch as a bonus action. Starting at 3rd level, you can apply any metamagic you know to the landslide punch, treating it as a cantrip.
The damage of this ability increases as you gain levels in this class, becoming 2d10 damage at 5th level, 3d10 at 11th level and 4d10 at 17th level.
Geomancer's Shield
Starting at 6th level, as a reaction when you are forced to make a Dexterity saving throw or when creature you can see makes an attack against you, you can spend 1 sorcery point to create a barrier of rock, giving yourself three quarters cover against the source of the attack or saving throw until the end of your next turn.Additionally, as an action while you have this cover, you can spend 2 sorcery points to turn it into a boulder and roll it at your enemies. Every creature in a 5 by 30 foot line from you must make a strength saving throw, taking magical bludgeoning damage equal to 2d8 + half your sorcerer level and if the creature is large or smaller, being knocked prone on a failure, or half as much on a success. A creature that succeeds on the saving throw isn't knocked prone.
Comments