Geomancer Wizard

## **Level 2**

### **Geomancy**

You have an increased affinity towards moving and shaping the earth. You learn the Mold Earth cantrip if you don't already know it. This cantrip doesn’t count against the number of wizard cantrips you know. In addition, when you cast Mold Earth you gain the following additional option:

* You can cause rocks, sand, or dirt to form a wall at an unoccupied space you can see within range. The wall is 5 feet long, 10 feet high, and 5 feet thick. The wall has an AC of 5 and 1 Hit Point.

When you destroy a wall made from your Mold Earth spell with a melee attack, you can cause it to rush in a 30-foot straight line opposite of you. If the wall comes in contact with a creature, the wall explodes and the target must make a Dexterity saving throw against your spell save DC or take 1d8 bludgeoning damage. This damage increases by 1d8 when you reach 5th level (2d8), and 11th level (3d8).

### **Monolith**

Your mastery over the earth allows you to control it in strange ways, shaping it to envelop yourself in rock and stone. You can shift and mold the earth around you to form around your body, providing you with a rock hard stance that transforms you into a hulking stone behemoth.

As a bonus action, you can cause earth to wrap around you like a Monolith, which lasts for 1 minute. It ends early if you are incapacitated or don heavy armor. You can also dismiss the rocky formation at any time you choose (no action required).

When you turn into a Monolith, you can cause earth and rock to form around any available hands, manifesting as natural weapons. They count as a simple melee weapon that you are wielding and are proficient in, and you add your Strength modifier to the attack and damage rolls when you attack with it. On a hit it deals 1d8 bludgeoning damage.

While you’re in the form of a Monolith, you gain the following benefits:

* You gain temporary hit points equal to twice your wizard level + your proficiency bonus. You lose these temporary hit points when you leave the stance.
* Difficult terrain doesn’t cost you extra movement
* You have advantage on Strength (Athletics) checks
* Bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to half your Intelligence modifier (rounded up)

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Level 6

### **Extra Attack**

You can attack twice, instead of once, whenever you take the Attack action on your turn

### **Hard as Stone**

The rocks formed around your arms begin to take in your own, magical properties, causing the natural weapons created from monolith to count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

In addition, when you take the Attack action on your turn, you can cast the “Mold Earth” cantrip in place of one of those attacks.

## Level 10

### **Tectonic Shift**

As an action you can begin to shift and move the ground beneath a Large or smaller creature you can see within 30 feet of you. The target must make a Strength saving throw against your spell save DC. On a failed save, you can move the creature up to 30 feet in a straight line in a direction of your choice. If the target comes into contact with a creature or object that is the same size or larger, the target becomes Incapacitated until the end of their next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

## Level 14

### **Tremors**

You gain a burrow speed equal to your walking speed. Any time you move at least 15 feet using this burrow speed and emerge from the ground, you can choose to enter the monolith stance.