Chapter 1: Stone Sorcery

Your magic springs from a mystical link between your soul and the magic of elemental earth. 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. Whatever your past, the magic of elemental earth is yours to command.

Stone Sorcery

When you gain levels in this class, you can only learn spells from the stone sorcerer spell list.

Stone's Durability

As a stone sorcerer, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

In addition, your base AC is equal to 13 + your Constitution modifier if you aren’t wearing armor.

Reflexive Casting

Starting at 6th level, at any moment (whether it is your turn or not), you can use your reaction to cast any stone sorcerer spell with a casting time of an action or bonus action and that only affects you or an unoccupied area of loose earth or stone (such as Mold Earth, Launchpad or Stoneskin)

If you use this reaction to grant a target total cover against an attack or an effect, you grant 3/4 cover instead. There is always a chance that an attack or effect will reach the target before the wall appears.


 If you use this reaction to move yourself out of an attack's range or an effect's area, you merely impose disadvantage on the attack roll, or grant yourself advantage on your saving throw. There is always a chance that you won't move in time.

Once you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Time and Pressure

Starting at 14th level, you harness the earth's power to wear stone into loose earth and press loose earth into stone.

When you cast a stone sorcerer spell that mentions loose earth, you can substitute solid rock, and vice versa.

Tectonic Shift

Finally at 18th level, you learn to command huge sums of earth almsot effortlessly.

When you use your Reflexive Casting, you can nonetheless cast spells other than cantrips until the end of your next turn.

Cantrips
  • Mold Earth
  • Mudslide
  • Sinkhole
  • Stone Fist
  • Stonetoss
1st Level
  • Earth Tremor
  • Landslide
  • Move Earth
  • Quagmire
2nd Level
  • Bouldertoss
  • Launchpad
  • Maximillian's Earthen Grasp
  • Spike Growth
  • Stepstone
3rd Level
  • Earthglide
  • Entomb
  • Erupting Earth
  • Meld into Stone
  • Tremorsense
4th Level
  • Stone Shape
  • Stoneskin
5th Level
  • Move Stone
  • Transmute Rock
6th Level
  • Bones of the earth
  • Investiture of stone
  • Seismic Fissure
7th Level
8th Level
  • Earthquake
9th LEvel
  • Invulnerability
  • Meteor Swarm
  • Chrysopoeia

Chapter 2: New & Updated Earth Spells

Earth Cantrips

Mold Earth

Transmutation cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Choose an area of sand, soil, mud or other loose earth within range that fits within a 5-foot cube. You mold the earth into any shape that it can hold (e.g. a sandcastle, clay sculpture, or wall) and you can excavate it, move it along the ground, and deposit it up to 5 feet away.

Alternatively, choose a solid rock within range. You create a shallow engraving or a deep crack in the rock that fits within a 1-foot cube. For example, you might carve a message into a stone tablet, create a spyhole in a brick wall, or break a small rock off from a larger one.

Mudslide

Transmutation cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a large or smaller creature or object within range that is resting on or fixed in loose earth such as sand, soil or mud. You cause the earth to shift, carrying the target with it.

If the target is a creature, you force it to make a Strength saving throw. On a failed save, the creature slides 5 ft in a direction of your choice or falls prone. If the target is an object, it slides 5 ft in a direction of your choice or falls over.

Sinkhole

Transmutation cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a large or smaller creature or object within range that is resting on or fixed in soil, sand, mud, or other loose earth. You cause the earth to sink beneath the target. This spell fails if the earth is less than 1 foot deep.

If the target is a creature, it must make a Dexterity saving throw. On a failed save, the target is grappled. The target can escape this grapple by spending an amount of movement equal to its speed, or 5 feet of burrowing speed.

If the target is an object, it sinks up to 5 feet under the earth. A creature must use its action dig the object loose, unless it has a burrowing speed.


Stone Fist

Transmutation cantrip


  • Casting Time: Action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow.

Make an melee spell attack. On hit, deal bludgeoning damage equal to 1d4 + your spellcasting ability modifier, and push your target up to 10 feet away from you.


At higher levels. Starting when you reach 5th level, you can make two attacks. You can make three attacks at 11th level, and four attacks at 17th level.

Stonetoss

Transmutation cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a stone within range that fits within a 5 ft cube. You can excavate the stone from the substrate around it, levitate it gently through the air, and deposit it up to 5 feet away.

If you target a stone that weighs under 5 lbs (such as a brick, a cobblestone, or a sling bullet) you can fling it up to 30 feet through the air. Make a ranged spell attack against a target in the stone's path, which deals bludgeoning damage equal to 1d4 + your spellcasting ability modifier on hit.


At higher levels. Starting when you reach 5th level, you can choose two stones. You can choose three stones at 11th level, and four stones at 17th level.

1st level Earth Spells

Earth Tremor

1st level transmutation


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous or Concentration (up to 1 minute)

Choose an area of earth that you can see within range and that fits within a 15 foot cube. You send tremors through the area for the duration. Each creature in the area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

In addition, if the area consists of loose earth, cobblestone or brick, you can turn it into difficult terrain until cleared. Each 5 foot square requires 1 minute to clear by hand.

Landslide

1st level transmutation


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You send a ripple along an area of loose earth, cobblestone or brick within range. The ripple is a line up to 30 feet long and up to 15 feet wide. Creatures of your choice in the line must succeed on Dexterity saving throws or be pushed up to 30 feet down the length of the line.

In addition, you can cause the ground in the line to become difficult terrain until cleared. Each 5 foot square requires 1 minute to clear by hand.

Move Earth

1st level transmutation


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose an area of earth that you can see within range and that fits within a 15 foot cube. You can press loose earth in the area to clay, break clay in the area into loose earth, and reshape either in any manner you choose. You cannot create, destroy or reshape stones, however you can move them.

You can raise or lower the earth's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any changes can't exceed half the area's largest dimension. For example, if you affect a 15-foot cube, you can create a pillar up to 7.5 feet high, raise or lower the square's elevation by up to 7.5 feet, dig a trench up to 7.5 feet deep, and so on.

You can't shape the earth quickly or forcefully enough to trap or injure a creature in the area.


At higher levels. When you cast this spell with a spell slot of 2nd level or higher, the dimensions of the cube increase by 5 feet for every spell slot level above 1st.


Quagmire

1st level transmutation


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Choose an area of loose earth that you can see within range and that fits within a 15 foot cube. You momentarily soften the earth into quicksand, mud, or another quagmire, which traps any creatures or objects of your choice in the area.

If a target is a creature, you force it to make a Dexterity saving throw. On a failed save, the creature is grappled. A creature can escape this grapple by spending an amount of movement equal to its speed, or 5 feet of burrowing speed.

If a target is an object, it is buried in the earth. A large or medium object is partially buried, while a small or tiny object is buried completely. A creature must use it's action dig the object loose, unless it has a burrowing speed.

2nd level Earth Spells

Bouldertoss

2nd level transmutation


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Choose large or smaller stone. You can excavate the stone from the substrate around it, gently levitate it through the air, and deposit it up to 10 feet away.

If you target medium or small stone, you can fling it through the air. Each creature in the stone's path—a line 5 ft wide and up to 30 ft long—must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage and fall prone.


At higher levels. When you cast this spell with a spell slot of 3rd level or higher, it deals an additional 1d8 damage and travels an additional 10 feet for each spell slot level above 2nd.

Launchpad

2nd level transmutation


  • Casting Time: Bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature or object within range that is resting on loose earth or stone. You cause the earth to kick up, launching the target through the air.

Your target must succeed on a Dexterity saving throw (the target can choose to fail), or be launched up to 60 ft straight upwards, 60 ft straight horizontally, or diagonally. When you launch a target diagonally, the sum of the upward distance and horizontal distance must be 60 ft or less.

If you launch your target into an area of earth that you can see, you can prevent it from taking falling damage.


At higher levels. When you cast this spell with a spell slot of 3rd level or higher, you can launch your target an additional 10 feet for each spell slot level above 2nd.

Stepstone

2nd level transmutation


  • Casting Time: Bonus action
  • Range: Self
  • Components: S
  • Duration: 1 hour

You command the earth to shift beneath you to provide sure footing, and even to propel you along. For the duration, you gain the following benefits when you are burrowing, climbing, or walking along loose earth or stone:

  • You ignore difficult terrain
  • You high jump height and long jump distance or doubled
  • You can Dash or Disengage as a bonus action (including as part of the bonus action you used to cast this spell)

3rd level Earth Spells

Earthglide

3rd level transmutation


  • Casting Time: Action
  • Range: Self
  • Components: S
  • Duration: Concentration (up to 10 minutes)

You gain a burrowing speed of 30 feet. When you burrow, you can choose to leave tunnels of your size in your wake, or to leave no tunnels at all. You must leave tunnels in order to burrow without holding your breath.


At higher levels. When you cast this spell with a spell slot of 5th level or higher, you can burrow through solid rock. When you cast this spell with a spell slot of 7th level or higher, you can choose not to disturb the material you burrow through.

Entomb

3rd level transmutation


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a large or smaller creature or object within range that is resting on or fixed in soil, sand, mud, or other loose earth. You cause the earth swallow the target. This spell fails if the earth is less than 10 feet deep.

Your target must succeed on a Dexterity saving throw or be entombed. The entombed target is blinded and restrained, cannot breathe, and has total cover against attacks and other effects outside the earth.

As an action, the entombed target can make a Strength check against your spell save DC. On a success, it digs itself halfway out of the earth, so it is no longer blinded, so that it can breathe, and so that it only has 1/2 cover. As another action, a half-buried target can make another Strength check. On a success, it is free.

A creature with a burrowing speed can move freely after it is swallowed up by the earth.

Tremorsense

3rd level transmutation


  • Casting Time: Action
  • Range: Self
  • Components: S
  • Duration: 1 hour

You become extremely sensitive to vibrations in surfaces that you touch, allowing you to "see" the shape of the surface and anything that is contact with it within 30 feet of you.

5th level Earth Spells

Move Stone

5th level transmutation


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose an area of stone that you can see within range and that fits within a 15 foot cube. You can reshape the stone in any manner you choose: for example, you can fuse smaller stones into one, break one stone into many, and mold stone into any shape it can hold.

You can raise or lower the stone's elevation, create or fill in a trench, erect or flatten a wall, build a shelter, build a bridge, and more. The extent of any changes can't exceed half the area's largest dimension. For example, if you affect a 15-foot cube, you can create a pillar up to 7.5 feet high, raise or lower the square's elevation by up to 7.5 feet, dig a trench up to 7.5 feet deep, and so on.

You can't shape the earth quickly or forcefully enough to trap or injure a creature in the area.


At higher levels. When you cast this spell with a spell slot of 6th level or higher, the dimensions of the cube increase by 5 feet for every spell slot level above 5th.

6th level Earth Spells

Seismic Fissure

6th level transmutation


  • Casting Time: Action
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous

With a thrust of tectonic energy, you split the earth, creating a fissure up to 100 ft long, up to 10 ft wide, and up to 40 ft deep within range.

A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A structure standing on a spot where a fissure opens takes 50 bludgeoning damage. If the structure drops to 0 hit points, it collapses and potentially damages nearby creatures.

Each creature within a distance equal to half a collapsing structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, falls prone, and is buried in the rubble until a creature uses its action to dig it loose (a DC 20 Strength (Athletics) check). On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.


At higher levels. When you cast this spell with a spell slot of 7th level or higher, you can make a fissure up to 100 ft deep.

9th level Earth Spells

Chrysopoeia

9th level transmutation


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Choose a nonmagical object that you can see within range that is neither worn nor carried by an unwilling creature. You change the chosen object from one substance to another.

The object must fit within a 1 foot cube and must consist of mineral matter (e.g. stone, steel, sand, pearl, coal, diamond, lead or gold). You can turn the object from one mineral material to an equal weight of another mineral.

When you use this spell to create a gemstone, you must target an object small enough to enclose in your hands. You crush the object in your fist or between your palms, forming a gemstone with a value no greater than 1000 gp.