Arcane Tradition
Geomancy
Some practitioners of this school of magic might call this an art, others an arcane science, however most know of it as the power to reshape the physical world. Falling into a subsection of magic studies between conjuration, evocation and transmutation; geomancy is the manipulation of the earth - whether that earth is molten lava, seemingly immovable mountains, or grains of sand.
Geomancy Features
| Wizard Level | Feature |
|---|---|
| 2nd | Expanded Spell List, Geokinesis |
| 6th | Adept Geomancy |
| 10th | Tectonic Shift |
| 14th | Terran Attunement |
Expanded Spell List
Starting at 2nd level, your arcane tradition has allowed you delve into strange areas of magic that manipulates the earth. Geomancy lets you choose from an expanded list of spells when you learn a wizard spell. The following spells are added to the wizard spell list for you.
Geomancy Expanded List
| Spell Level | Spell |
|---|---|
| 2nd | heat metal |
| 4th | freedom of movement |
| 6th | bones of the earth |
| 8th | earthquake |
Geokinesis
When you choose this arcane tradition at 2nd level, you learn the magic stone cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast magic stone, you can magically command the earth around you to hurl itself at your enemy instead of imbuing magic in pebbles. When you do this, it behaves as though you're making a ranged attack with magic stone. If you can command the earth this way, you make a ranged spell attack. You can only take this action if there is some kind of earth (e.g. rock, stone, tough dirt, small bits of loose metal) within 10 feet of you. Otherwise, you'll need the pebbles as components.
In addition, your as your geomantic powers increase, your mastery over this cantrip will increase as well. The damage of the magic stone cantrip increases by 1d6 when you reach 8th level (2d6), 14th (3d6), and 20th level (4d6).
Adept Geomancy
Starting at 6th level, you can manipulate your geomantic magic become molten hot. Whenever you cast a spell that deals bludgeoning damage, you can have spell deal additional fire damage equal to half your wizard level.
Also, you can move across difficult terrain made of earth or stone without expending extra movement. While moving on any difficult terrain made of earth or stone, you can take the Dash or Dodge action as bonus action.
Tectonic Shift
At 10th level, you can manipulate the ground to move you or others around. As an action, you can horizontally or vertically shift a piece of terrain within 30-feet of you 30 feet in any direction. The terrain has a 15-foot diameter, and if pull from the ground is 5-feet thick, weighs 100 pounds, has 17 AC and 20 hit points. Any willing creatures on the terrain move with it.
If there is an unwilling Medium or smaller sized creature on the terrain, it makes to a Dexterity saving throw against your wizard spell save DC. On a failure, they are moved with the terrain and knocked prone. On a success, it moves 10 feet from the terrain in a direction of its choosing. Creatures that are Large and above cannot be moved by this feature.
If the terrain is moved vertically and is left in the air, it stays levitating at the location. It stays this way for 1 minute, breaks or until you use this feature again. If the terrain falls on a creature it makes to a Dexterity saving throw against your wizard spell save DC. On failure, the creature takes 1d12 bludgeoning damage for every 10 feet it fell, to a maximum of 5d12. On success, they dodge 10-feet away (in a direction of their choosing) from the falling terrain and take no damage. If the terrain is falling from a distance higher than 50 feet, dodging creatures have advantage. The terrain can hit multiple creatures and breaks on impact.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Terran Attunement
At 14th level, you have become attuned to the element of earth. You can give creatures you touch the ability to burrow through nonmagical earth and stone. While doing so, they don't disturb the material they move through. As an action, you can grant a number of creatures equal to your Intelligence modifier (a minimum of once) this ability for 5 minutes. If any creatures granted this ability are still burrowed when this effect ends, they are safely ejected to an unoccupied space nearest to the surface.
Once you use this feature, you can’t use it again until you finish a long rest.
Credits
This subclass was created by Chilroy, otherwise known as Jesse. I can be found as /u/Jagganoth on /r/UnearthedArcana, or on twitter @True_Byrdman. If this contents of this document or any other of mine inspired you, please give credit duly.