School of Geomancy
Earth Weaver
When you choose this arcane tradition at 2nd level, you learn
the Mold Earth cantrip, it doesn’t count against the total
number of wizard cantrips you know.
Control Stones
Starting at 2nd level, you gain the ability to seep your magic
into the ground beneath you as you rest, raising a number of
stones equal to your half of your wizard level (rounded up)
when you wake. When you spend a stone, it is unavailable
until you finish a long rest, at the end of which you regain a
number of stones equal to those expended. You learn 2 of the
features listed below of your choice. You can use only one
feature per turn. You learn an additional feature from this list
of your choice at 6th, 10th, and 14th level.
Stone Armor. As a bonus action you may spend 1 stone to
coat yourself in stone armor for one minute. For the next
minute you gain temporary hit points equal to your wizard
level + your Intelligence modifier.
Hovering Stone. As a bonus action you can spend 1 stone
to gain a flying speed of 30 feet for 1 minute. If you take
damage equal to your wizard level from a single effect the
stone you are riding is destroyed and your flying speed is lost.
Shove. As a bonus action you can spend 1 stone to attempt
to shove a target away with your stones. Choose a creature
within 30 feet of you to make a Constitution saving throw
against your wizard spell save DC. On a failed save the
creature is pushed up to 15 feet away from you.
Encase. As an action you may spend 2 stones to cause
earth to encase a target within 30 feet. The target must make
a Strength saving throw vs your wizard spell save DC or
become restrained and gain 20 temporary hit points. While
restrained the target cannot gain temporary hit points. The
target is restrained for one minute or until it no longer has
temporary hit points. A restrained target may attempt to free
itself by making a DC 13 Strength(Athletics) check as an
action.
Rupture. As a bonus action you may spend 1 stone to
designate a 15 foot square within 30 feet of yourself. When a
creature touches the ground in that area within the next
minute you may use your reaction to cause the area to erupt
with churning earth. All large or smaller creatures in the area
must make a Dexterity saving throw vs you Spell Save DC or
be knocked prone.
Swirling Stones
Starting at 6th level, while you concentrate on a spell your
magic causes your stones to swirl around you defensively
granting you +2 AC so long as you have at least one stone
from your Control Stones feature.
Quick Recovery Starting at 10th level, you’ve learned quicker methods of gaining control over the earth around you. When you finish a short rest you may regain a number of stones equal to your Intelligence modifier.
Earth Golem Starting at 14th level, your command over stone is uncontested. As an action choose an area of earth that fills a 10-foot cube within 90 feet or spend 5 stones. An earth elemental of Challenge rating 5 or lower apears in an unoccupied space within 10 feet of it. The elemental is friendly to you and your companions for the Duration and has its maximum hp increased by an amount equal to your wizard level. Roll Initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from Hostile creatures but otherwise takes no Actions. The DM has the elemental's Statistics. Once you use this feature, you cannot do so again until you finish a long rest.
Quick Recovery Starting at 10th level, you’ve learned quicker methods of gaining control over the earth around you. When you finish a short rest you may regain a number of stones equal to your Intelligence modifier.
Earth Golem Starting at 14th level, your command over stone is uncontested. As an action choose an area of earth that fills a 10-foot cube within 90 feet or spend 5 stones. An earth elemental of Challenge rating 5 or lower apears in an unoccupied space within 10 feet of it. The elemental is friendly to you and your companions for the Duration and has its maximum hp increased by an amount equal to your wizard level. Roll Initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from Hostile creatures but otherwise takes no Actions. The DM has the elemental's Statistics. Once you use this feature, you cannot do so again until you finish a long rest.
Comments