##### 6th Level
___
- Blade Barrier *(evocation)*
- Conjure Fey *(conjuration)*
- Find The Path *(divination)*
- Guards and Wards *(abjuration)*
- Move Earth *(transmutation)*
- Primordial Ward *(abjuration) (XGtE)*
- Tenser's Transformation *(transmutation) (XGtE)*
- Transport Via Plants *(conjuration)*
- True Seeing *(divination)*
- Wall of Thorns *(conjuration)*
##### 7th Level
___
- Etherealness *(transmutation)*
- Mirage Arcane *(illusion)*
- Plane Shift *(conjuration)*
- Regenerate *(transmutation)*
- Reverse Gravity *(transmutation)*
#### Natural Barricade
Beginning at 7th level, when a creature that you can see within 30 feet of you is hit with an attack, you can use your reaction to conjure a rock, tree, or other natural object into existence in unoccupied space within 10 feet of the target. The object must be no larger than a 5 foot diameter, 10 foot tall cylinder. The object partially blocks the path of the melee or ranged attack, and grants the target three-quarters cover from the attack, potentially causing it to miss.
Objects created by this feature are visibly magical, can't be dispelled, and crumble back into the ground after 1 minute.
You have a number of uses of this feature equal to your Wisdom modifier, and you regain any expended uses when you finish a long rest.
#### Leyline Walker
Beginning at 7th level, you are able to interpret leylines, using these buried seams of magic to navigate. You always know whether magic is present within 30 feet of you, and you can use your action to magically learn the direction of true north.
#### Terraform
Beginning at 11th level, you gain the ability to alter the surrounding area at will. You can choose to emit an aura that enchants the ground and all natural objects such as rocks and plants within a 30-foot radius centered on you, granting them a vivid, bright appearance. Additionally, your aura grants one of the following effects. You can change your choice of effect as a bonus action.
**Earth Glide:** All difficult terrain affected by this aura is treated as normal terrain. Your movement increases by 10 feet, and doesn't provoke opportunity attacks.
**Rugged Ground:** Normal terrain affected by this aura is treated as nonmagical difficult terrain. At the end of your turn, if you haven't moved, you gain a 1d4 bonus to attack rolls and damage rolls until the start of your next turn.
#### Adaptive Armor
Beginning at 15th level, geomantic drift makes your skin constantly shift and adapt to incoming damage. Immediately after you take damage of a certain type, you can use your reaction to gain resistance to damage of that type until the end of your next turn.