hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 + your Constitution modifier after 1st level
armor proficiencies:
Cloth
weapon proficiencies:
Daggers, Wands, Staves, Scepters
tools:
saving throws:
Strength, Wisdom
skills:
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:
(a) a quarterstaff or (b) a dagger
(a) a scholar's pack or (b) an explorer's pack
Simple Robe
spellcasting:
Cantrips
At 1st level, you can pick 3 cantrips of your choice in the earth spell table.
1st Level Spells
At 1st level, you can pick 2 1st level spells in the earth spell table.
Spellcasting Ability
Strength is your spellcasting ability for your earth spells, since you use physical strength to control the earth. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Strength modifier
Spell attack modifier = your proficiency bonus + your Strength modifier
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two earth spells of your choice,
class features:
Earthen Might I
At 1st level, casting a spell that requires a spell slot or cooldown grants you a charge of Earthen Might. You may expend one of these charges whenever you cast a cantrip, adding 1d6 to your damage. You may hold up to three charges. Charges disappear after combat.
Broken Land
Beginning at 2nd level, you may expend a charge of Earthen Might to root a target in place.
Punishing Land
Also at 2nd level, any creature that breaks out of your rooting abilities take 1d6 Earth damage.
Subclass Unlock
Beginning at 3rd level, you now have access to your subclasses.
Earthen Might II
Also at 3rd level, you may carry up to 5 charges of Earthen Might.
subclass options:
Gorgon
Maker of Statues
Beginning at 3rd level, you may petrify a target with two charges of Earthen Might or encase yourself in stone, making you immune to damage for one round. You may not move or perform actions while encased.
Statue Breaker
Also at 3rd level, you deal double damage to petrified enemies.
Worldbuilder
Constructor
Beginning at 3rd level, your earthen constructs are unbreakable.
Earth Haven
Also at 3rd level, you gain +1 AC when within 30ft of a construct
Geopriest
Crystal Harmony
Beginning at 3rd level, every time you heal an ally, you gain one stack of Crystal Harmony. You radiate a healing aura that heals allies for 1d10 adding another die for every stack of Crystal Harmony you have. You do not gain any Crystal Harmony stacks from this healing. You lose one stack every combat round.
Mending Vow
Also at 3rd level, you lose Earthen Might. Whenever you normally gain Earthen Might, you gain Crystal Harmony instead.