

You no longer age and no longer need to eat or drink. Deep Stone Survivalīeginning at 18th level, you gain the longevity of the tallest mountains. When you burrow in this fashion, you leave a 5 foot tunnel in your wake that any medium or smaller creature can move through. You gain a burrowing speed of 15 feet, but can only burrow through loose dirt and unworked stone. EarthglideĪt 14th level, you gain the ability to move through the bones of the earth. A creature that succeeds on the saving throw isn't knocked prone. This talent is usable thrice per day until the Rockseer reaches maturity (at the age of 60 to.

Every creature in a 5 by 30 foot line from you must make a strength saving throw, taking magical bludgeoning damage equal to 2d8 + half your sorcerer level and if the creature is large or smaller, being knocked prone on a failure, or half as much on a success. Every Rockseer has the ability to meld into stone from childhood. Starting at 6th level, as a reaction when you are forced to make a dexterity saving throw or when creature you can see makes an attack against you, you can spend 1 sorcery point to create a barrier of rock, giving yourself three quarters cover against the source of the attack or saving throw until the end of your next turn.Īdditionally, as an action while you have this cover, you can spend 2 sorcery points to turn it into a boulder and roll it at your enemies. The damage of this ability increases as you gain levels in this class, becoming 2d10 damage at 5th level, 3d10 at 11th level and 4d10 at 17th level. Starting at 3rd level, you can apply any metamagic you know to the landslide punch, treating it as a cantrip. Starting at 2nd level, when you use your action to do a landslide punch, you can spend 1 sorcery point to make another landslide punch as a bonus action. On a hit, the target takes 1d10 + your constitution modifier magical bludgeoning damage. Make a melee spell attack roll, adding your constitution modifier to the attack roll instead of your charisma modifier. At 1st level, as an action you can coat your fist in rock and strike a creature or object within 5 feet of you. The stone must be large enough to accommodate your body in all. You learn to strike with the force of mountains. Meld into stone enables you to meld your body and possessions into a single block of stone. This effect lasts until you end it as a bonus action, you are incapacitated, or until you don armor.
MELD INTO STONE SKIN
Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.Īs an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. Sorcerer LevelĪrmor of agathys (deals piercing damage), earth tremorĪt 1st level, your connection to stone gives you extra fortitude. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Earthen Magic table. Stone sorcerers have a natural affinity for combat, coating themselves in hardened rock and throwing punches that strike with the force of boulders. Whatever your past, the magic of elemental earth is yours to command. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. If expelled, you fall prone in an unoccupied space closest to where you first entered.Your magic springs from a mystical link between your soul and the magic of elemental earth. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. You can use your movement to leave the stone where you entered it, which ends the spell. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. While merged with the stone, you can't see what occurs outside it, and any Wisdom ( Perception) checks you make to hear sounds outside it are made with disadvantage. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. Using your movement, you step into the stone at a point you can touch. You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration.
