Channel of Earth-Rifting

Prevents knockdown and halves forced movement while touching stone, raises a stone wall as a reaction, anchors the wizard, grants tremorsense and adds a burrow speed at 18th level.

Identity

The Channel of Earth-Rifting is the Riftcraft Tradition of the Rift's lowest register, the part that sounds like the inside of a mountain. Earth-Rifters shape stone, raise walls, fold roadways, and root in place. On a battlefield an Earth-Rifter is the channeler that cannot be moved and cannot easily be flanked. Many work as architects to the great houses or as drift-engineers for mining concerns.

Features

  • L3 Stone Footing

    You gain proficiency in the Athletics skill if you do not already have it. When you copy an Earth-Rifting spell into your Spellbook, the cost is halved. While you are in contact with natural stone, worked masonry, or poured concrete (including most building floors), no effect that allows a saving throw can knock you Prone, and forced movement against you is halved (round down). The Pebble, Bulwark, Spire, and Tremor spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Bulwark Shaping

    When you or an ally within 30 feet would take damage from an attack or area effect, you can use your reaction to raise a 5-foot cube of stone or compacted material from any solid surface within range. The wall has AC 15 and hit points equal to 10 + your Wizard level, grants total cover to one Medium creature, and lasts for 1 minute or until it is reduced to 0 hit points. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest.

  • L11 Root in the Stone

    When you spend at least 1 minute in meditative contact with natural stone or worked masonry, you anchor yourself to the mass beneath you. You stay anchored for the next hour or until you move more than 10 feet from your anchor point. While anchored, you have resistance to bludgeoning, piercing, and slashing damage from non-Rift, non-energy sources. You also have advantage on saving throws against being Grappled, Restrained, or knocked Prone, and you cannot be moved against your will by effects below your spell save DC.

  • L15 Quake-Sense

    While you are in contact with the ground, you have tremorsense out to 60 feet and sense the exact location of any creature within range that is also in contact with the ground. Once per long rest, you can cast an Earth-Rifting spell of 5th level or lower without expending its spell slot, provided the spell targets terrain, structures, or creatures in contact with the ground.

  • L18 Stone Body Capstone

    When you complete a long rest while in contact with natural rock or earth, you gain temporary hit points equal to your Wizard level + your Intelligence modifier, which last until your next long rest. While you have these temporary hit points, you have a burrow speed equal to half your walking speed through earth, sand, and gravel. You cannot burrow through worked masonry or metal. You can also use a bonus action to warp the ground beneath a Medium or smaller creature within 30 feet of you and pull it 10 feet toward you. The target makes a Strength saving throw against your spell save DC to resist.