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mcumoric
2020-11-21, 02:00 PM
Terramancy
Wizards who study Terramancy study the arcane magic hidden in the earth and know how to manipulate and shape it. These wizards have abilities related to shaping and moving earth and stone. They often use their abilities to aid in shaping stone.

Student of stone
Starting at the 2nd level, you gain proficiency in masons tools and learn the terran language.

Rock shaper
Starting at the 2nd level, you learn the mold earth (XGE) cantrip (this doesn’t count against known cantrips). When you cast this spell you can use it in different ways, rather than the ways already specified.
When you cast this spell, you can target a rock of small or medium size in the range of your spell. When you target this rock, you can cause it to throw itself at a target within 30 feet of the rock. When you do this you make a ranged spell attack against the target, which on a hit the target takes 1d10 + your intelligence modifier magical bludgeoning damage. The damage from this rock increases by an additional 1d10 at the 5th level (2d10 + int), 11th level (3d10 + int), and 17th level (4d10 + int).

Earth armor
Starting at the 2nd level, you can use an action and a 1st level spell slot to move the earth and stone around you to form armor for you to use. When you form this armor, your armor class becomes 13 + your intelligence modifier and you gain temporary hit points equal to your intelligence modifier for the next hour. After the hour your armor crumples and you cannot benefit from it until you cast another spell slot.

Pillar of stone
Starting at the 6th level, as an action you can summon 3 pillars of stone on unoccupied spaces within 60 feet of yourself. These pillars are 20 feet tall, or reach the height of the ceiling. On your turn you can cast mold earth to make any amount of the pillars fall in any direction causing every creature in a line from the pillar (which is equal to the height of the pillar) to make a dexterity saving throw versus your spell save dc. If a creature fails they take 2d6 bludgeoning damage and are knocked prone. They take half as much on a save and are not knocked prone however. You may use this ability a number of times per long rest equal to your intelligence modifier.

Rocky blow
Starting at the 6th level, when you hit a creature with your rock shaper ability and roll a critical hit, your target is knocked prone.

Shield of earth
Starting at the 10th level, you can cause the earth beneath yourself to block incoming attacks. When you are targeted with a ranged attack, you can use a reaction to form a shield of earth to block the attack, gaining three quarters cover and adding your intelligence modifier to your armor class until the start of your next turn. You may use this ability a number of times equal to your intelligence modifier per long rest.

Superior earth armor
Starting at the 14th level, when you use your earth armor ability it now lasts until you dismiss it and while wearing it, your armor class increases by 2.

Garfunion
2020-11-22, 05:00 PM
I’ve been looking at this for a while and the first thing I like to say is the name should be Geomancy.

Student of Stone: is fine

Rock Shape: seems complicated to me. How about giving them mold earth and magic stone cantrip. As an additional perk allow the wizard to throw one of the imbued pebbles with the same action they cast the cantrip. And perhaps increase the amount they can throw as they level.

sandmote
2020-11-22, 06:19 PM
I agree Rock Shaper should probably also grant and modify Magic Stone (https://www.dndbeyond.com/spells/magic-stone).

Could Pillar of Stone be modified from the Bones of the Earth (https://www.dndbeyond.com/spells/bones-of-the-earth) spell? A weaker version (for instance, creating one pillar per action and allowing you to instantly crumble them) might be easier to parse.

The bonus from Shield of Earth feels like overkill; the bonus can reach +10 to AC (+5 from cover and +5 from Int mod). Also, does it apply to all attacks for the duration?



Aside from being a bit complicated, the bonuses fit the theme really well. I'm not sure why this is a wizard rather than a sorcerer or druid, but they are very thematic to earth.

wayfare
2020-11-23, 12:06 AM
Terramancy
Wizards who study Terramancy study the arcane magic hidden in the earth and know how to manipulate and shape it. These wizards have abilities related to shaping and moving earth and stone. They often use their abilities to aid in shaping stone.

Student of stone
Starting at the 2nd level, you gain proficiency in masons tools and learn the terran language.


This is ok, may want to switch to Primordial as all elementals speak it.


Rock shaper
Starting at the 2nd level, you learn the mold earth (XGE) cantrip (this doesnÂ’t count against known cantrips). When you cast this spell you can use it in different ways, rather than the ways already specified.
When you cast this spell, you can target a rock of small or medium size in the range of your spell. When you target this rock, you can cause it to throw itself at a target within 30 feet of the rock. When you do this you make a ranged spell attack against the target, which on a hit the target takes 1d10 + your intelligence modifier magical bludgeoning damage. The damage from this rock increases by an additional 1d10 at the 5th level (2d10 + int), 11th level (3d10 + int), and 17th level (4d10 + int).


Very complex, damage is also quite high. Modifying Magic Stone might be better.



Earth armor
Starting at the 2nd level, you can use an action and a 1st level spell slot to move the earth and stone around you to form armor for you to use. When you form this armor, your armor class becomes 13 + your intelligence modifier and you gain temporary hit points equal to your intelligence modifier for the next hour. After the hour your armor crumples and you cannot benefit from it until you cast another spell slot.


Honesty, don't know how to feel about this. Feel like base AC13 may be better here



Pillar of stone
Starting at the 6th level, as an action you can summon 3 pillars of stone on unoccupied spaces within 60 feet of yourself. These pillars are 20 feet tall, or reach the height of the ceiling. On your turn you can cast mold earth to make any amount of the pillars fall in any direction causing every creature in a line from the pillar (which is equal to the height of the pillar) to make a dexterity saving throw versus your spell save dc. If a creature fails they take 2d6 bludgeoning damage and are knocked prone. They take half as much on a save and are not knocked prone however. You may use this ability a number of times per long rest equal to your intelligence modifier.


Very, very complex. Triggering off a cantrip basically makes this two turns to set up, why would I do this when I could cast slow or fireball?



Rocky blow
Starting at the 6th level, when you hit a creature with your rock shaper ability and roll a critical hit, your target is knocked prone.

Shield of earth
Starting at the 10th level, you can cause the earth beneath yourself to block incoming attacks. When you are targeted with a ranged attack, you can use a reaction to form a shield of earth to block the attack, gaining three quarters cover and adding your intelligence modifier to your armor class until the start of your next turn. You may use this ability a number of times equal to your intelligence modifier per long rest.


This gives you +9-10 AC against missiles at this level, and +4-5 Ac against everything else. This is way better than shield, I would pick one effect



Superior earth armor
Starting at the 14th level, when you use your earth armor ability it now lasts until you dismiss it and while wearing it, your armor class increases by 2.

This needs some tuning. Replies in bold above.