


Sorcerous origin:
The Tectonic Soul
"Yes, here! These weren’t here the last time I passed through... the stone looks like something, or someone passed through it. See those ridges? Smooth as glass in some places, jagged in others, like the mountain was carved and melted all at once. Is this the phenomenon you were looking for? I must say, I’ve nev- ...wait. Did you feel that? Under your feet?"
--A ranger and guide through the Spine of the World.
Some marvel at mountains and canyons and see only earth and stone. But not you. Whether born at the crossing of ancient leylines or descended from something deep and primeval, the song of the earth calls to you. You feel the hum of shifting plates beneath your feet and command the minerals of the world as if they were kin. You’re not merely grounded—the world itself rises to meet you, like an old friend answering your call.
Subclass Features
| Level | Feature |
|---|---|
| 3rd | Tectonic spells, Earthsense, Tectonic Shell |
| 6th | Geomancy |
| 14th | Echoing Shell |
| 18th | Avatar of Stone |
Tectonic spells
You are uniquely attuned to the earth and stone of the Material plane. When you reach a Sorcerer level specified in the Tectonic Spells table, you thereafter always have the listed spells prepared.
Tectonic spells
| Sorcerer level | Spells |
|---|---|
| 3 | Ensnaring Strike, Shield of Faith, Aid, Spike Growth, True strike |
| 5 | Conjure Barrage, Protection from Energy |
| 7 | Stone Shape, Summon Construct |
| 9 | Passwall, Wall of Stone |
Earthsense
Starting at 3rd level, earth and stone around you become an extension of your will. You gain tremorsense out to 15 feet, increasing to 30 feet at 6th level, 60 feet at 12th level, and 120 feet at 18th level. As a bonus action, you can manipulate a 5-foot cube of natural earth or stone within your tremorsense range in one of the following ways:
- You can move it up to 10 feet, reshape it into simple structures, or render it difficult terrain. These changes are nonmagical and last until altered. This movement does not damage creatures, and cannot unwillingly move or trap them.
- You can form a melee weapon of your choice. You are proficient with this weapon and can use your Charisma modifier for its attack and damage rolls. It counts as a melee weapon worth at least 1 cp for the purpose of spell components. The weapon lasts until you create another or dismiss it as a free action.
Tectonic Shell
Also starting at 3rd level, when you activate your Innate Sorcery, you become encased in a protective shell of stone and earth for its duration. While the shell is active, you gain the following benefits:
- If you are not already wearing armor, you gain a bonus to your AC equal to your Charisma modifier.
- You have resistance to bludgeoning, piercing, and slashing damage.
- Movement across difficult terrain composed of earth or stone costs you only half movement instead of double.
When you take damage from any source, you can use your reaction to shatter the Shell. If you do, you take no damage from that source and ignore any additional effects it would have caused. You can then move up to half your movement speed without provoking oppertunity attacks, after which you lose all benefits of the Shell.
While your Innate Sorcery is active, you can reform the Shell as a bonus action by spending 2 sorcery points, regaining all of its benefits.


Geomancy
Starting at 6th level, your magic vibrates through the land itself. When a spell requires you to see a target, you can ignore that requirement as long as you can sense them through your Tremorsense. If you do, you can also ignore half and three quarters cover.
Additionally, when you deal damage to a creature that is touching the ground with a spell or weapon attack, you can spend 1 sorcery point to reshape the surrounding terrain. Any solid surface in a 10-foot radius centered on that creature becomes difficult terrain. Alternatively, when you cast a spell with an area of effect, you can spend 2 sorcery points to create difficult terrain on any solid surface that area touches.
Echoing Shell
Upon reaching 14th level, you can extend the protection of your Tectonic Shell to your allies. When you activate your Innate Sorcery, you can choose up to two other willing creatures that you can sense with your Tremorsense. Each gains the effects of your Tectonic Shell, using your Charisma modifier if applicable. You can use your own reaction to Shatter these shells individually in a similar manner to your own.
Additionally, whenever you cast a spell, you can choose to have the spell originate from the space of a creature currently benefiting from a Tectonic Shell, rather than from yourself, but you must still use your own senses.
Avatar of Stone
Starting at 18th level, your body becomes a vessel of tectonic magic. You gain a burrowing speed equal to your walking speed. This movement does not disturb the surface.
In addition, when you use your Sorcerous restoration to regain sorcery points on a short rest, as long as you are in direct contact with a surface made of unworked earth or stone (DM's discretion), you regain all your expended sorcery points instead of half. If you do, you also gain the benefits of your Tectonic Shell, which last until they are shattered or you finish another rest.
Art credit
First page top: Polar Engine
Second page right: Kabam