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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.

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