The Geomancer
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Geomancer
Core Fantasy: The Geomancer is a Constitution-based Breaker who turns stone, soil, and concrete into precise battlefield tools. In Dungeon Break operations, they act as moving bulwarks and terrain engineers for GGA fireteams, controlling space with walls, pits, and crushing pillars while shielding Gate Belts and chokepoints. Their spells commonly deal bludgeoning or piercing damage as the ground itself becomes weapon and armor.
Level 1 Features
Stonefused Vitality (Level 1)
Your body is adapted to impact, pressure, and shifting ground.
Rules:
You have resistance to bludgeoning damage you take from nonmagical environmental hazards, such as falling debris, cave-ins, or falling up to 20 feet. The GM decides whether a source qualifies as an environmental hazard.
You gain a burrow speed equal to your movement speed.
You have advantage on Constitution saving throws you make to maintain concentration on spells from this class.
Seismic Routine (Level 1)
Your earthshaping is drilled for reliable impact.
Rules:
Once on each of your turns when you cast a spell from this class that deals bludgeoning or piercing damage, you can add your Constitution modifier (minimum 1) to one of that spell’s damage rolls against a single creature or object.
Level 3 Feature
E-Rank: Faultline Discipline (Level 3)
At E-Rank, you learn to route fractures and stone spikes around your squad instead of through them.
Rules:
When you cast a spell from this class that affects an area and deals bludgeoning or piercing damage, you can choose a number of creatures you can see equal to your Constitution modifier (minimum 1).
A chosen creature automatically succeeds on any saving throw it makes against that spell and takes no damage from the spell.
You can see normally through nonmagical dust, rubble spray, or shifting earth that is created directly by your spells from this class. Those areas are not considered heavily obscured for you.
Level 7 Feature
D-Rank: Rubble Zones (Level 7)
At D-Rank, your hits leave behind unstable ground that slows enemies.
Rules:
The first time on your turn that you deal bludgeoning or piercing damage to a creature with a spell from this class, the creature must make a strength saving throw against your spell save DC. On a failure their movement speed is halved until the end of their next turn.
Level 10 Feature
C-Rank: Bedrock Momentum (Level 10)
At C-Rank, each enemy you drop steadies your stance and tempo.
Rules:
When a hostile creature you can see drops to 0 hit points from bludgeoning or piercing damage you dealt with a spell from this class or a weapon attack on your turn, you gain temporary hit points equal to your Constitution modifier + your proficiency bonus (minimum 2).
You can gain temporary hit points from this feature only once on each of your turns.
When you roll initiative and you have no 1st-level spell slots remaining for this class, you regain one expended 1st-level spell slot for this class.
Level 13 Feature
B-Rank: Stress Field (Level 13)
At B-Rank, you can load a section of the battlefield with pressure that pushes damage through hardened defenses and shakes focus.
Rules:
As an action, you choose a point you can see within 60 feet. You create a 20-foot-radius stress field centered on that point that lasts for 1 minute.
The area is lightly obscured by dust and low tremors but does not block line of sight.
When a creature in the area takes bludgeoning or piercing damage from you or from a spell cast by an ally, that creature cannot benefit from resistance to bludgeoning or piercing damage against that instance of damage.
In addition, when a creature in the area that you can see takes bludgeoning or piercing damage from you, it has disadvantage on the next Constitution saving throw it makes to maintain concentration before the start of your next turn.
You can have only one stress field active at a time. Creating a new one ends the previous one.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Living Bedrock (Level 16)
At A-Rank, your presence anchors you and twists how solid cover and hardened bodies interact with your power.
Rules:
You have resistance to nonmagical bludgeoning damage.
You can meld into a large stone object or surface you touch, becoming completely undetectable by nonmagical means and remaining aware of the passage of time. While merged, you cannot see outside the stone and have disadvantage on Wisdom (Perception) checks to hear sounds, but you can cast spells on yourself and leave where you entered using your movement. If the stone is partially damaged so you no longer fit, or is destroyed or transmuted, you are expelled, take 3d10 bludgeoning damage, and fall prone nearby.
When you deal bludgeoning or piercing damage to a creature with a spell from this class, that creature cannot treat you as having half cover or three-quarters cover until the end of your next turn.
When a creature has resistance to bludgeoning or piercing damage, your bludgeoning and piercing damage against that creature ignores that resistance. If a creature has immunity to bludgeoning or piercing damage, it instead takes half damage from your spells from this class that deal bludgeoning or piercing damage.
Level 20 Feature
S-Rank: Gatebreaker Quakeform (Level 20)
At S-Rank, you become the center of a controlled earthshift that rewrites how solid ground works around a Gate.
Rules:
As an action, you enter a quakeform state that lasts for 1 minute.
While this state lasts:
You are immune to being knocked prone, and you have resistance to all bludgeoning, piercing, and slashing damage.
The area within 10 feet of you is fractured ground for hostile creatures. Fractured ground is difficult terrain for hostile creatures.
Once on each of your turns when you cast a spell from this class that deals bludgeoning or piercing damage, you can choose one creature damaged by that spell. That creature takes extra bludgeoning damage equal to your Geomancer level.
Your spells from this class that deal bludgeoning or piercing damage ignore resistance to bludgeoning or piercing damage, and creatures with immunity to bludgeoning or piercing damage instead take half damage from those spells.
The quakeform state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.