School of Geomancy
Wizard Subclass
The School of Geomancy is a tradition of wizardly magic focused on mastery over earth in all its various forms. Generally called Geomancers, these wizards draw their power from the primal forces of the inner plane of Elemental Earth. Surprisingly durable for wizards and able to control the very ground upon which those who contest with them tread, they are not to be trifled with.
Elemental Advantage
Starting at 2nd level, once per turn you can add your Intelligence bonus (minimum 1) to one damage roll of any attack you make that inflicts bludgeoning damage. Additionally, earth elementals summoned, conjured, or charmed by you gain temporary hit points equal to your wizard level when you summon, conjure or charm them.
Elemental Mastery
When you reach the 2nd level, 6th level, 10th level, and 14th level of this class you gain an Elemental Mastery of your choice for which you meet the prerequisites from the following options:
Elemental Mastery | Prerequisite | Benefit |
---|---|---|
Burrower | - | You gain a burrowing speed of 30, and tremorsense with a range of 30 feet. |
Shaker | Earth Tremor in your spellbook | Earth Tremor is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. When you cast Earth Tremor using a spell slot of 2nd level or higher, the radius increases by 5 feet (in addition to the damage increasing by 1d6) for each slot level above 1st. For instance, if cast by you using a 5th level spell slot the spell would have a 30 foot radius and inflict 5d6 bludgeoning damage to affected creatures. Additionally, when you cast Earth Tremor you can choose a number of creatures equal to your Intelligence bonus (minimum 1) to not be affected by the spell. |
Eruptor | Erupting Earth in your spellbook level 6+ | Erupting Earth is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. When you cast Erupting Earth using a spell slot of 4th level or higher, the size of the affected cube increases by 5 feet (in addition to the damage increasing by 1d12) for each slot level above 3rd. For instance, if cast by you using a 5th level spell slot the spell would affect a 30 foot cube and inflict 5d12 bludgeoning damage to affected creatures. Additionally, when you cast Erupting Earth you can choose a number of creatures equal to your Intelligence bonus (minimum 1) to not be affected by the spell. |
Ruggedizer | level 6+ | You gain resistance to bludgeoning and slashing damage. Once per short or long rest, you can grant this resistance to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level. |
Conjurer | Conjure Elemental in your spellbook level 10+ | Conjure Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Once per long rest, you can cast Conjure Elemental to conjure some type of earth elemental as if using the highest spell slot available to you without using a spell slot. |
Summoner | Summon Elemental in your spellbook level 10+ | Summon Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Once per long rest, you can cast Summon Elemental as if using the highest spell slot available to you without using a spell slot but must choose earth as the element when you do so. |
Dominator | Dominate Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Additionally, earth elementals have disadvantage on their Wisdom saving throws against this spell when cast by you. Once per long rest, you can cast Dominate Elemental as if using the highest spell slot available to you without using a spell slot, if the target of the spell is some type of earth elemental. | |
Warder | Elemental Mastery Ruggedizer level 14 | You gain immunity to bludgeoning damage. Once per short or long rest, you can grant this immunity to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level. |