Geomancer Geomancer Level Proficiency Bonus Features Cantrips Known Monoliths per Day Max Spell points per Monolith Spell Points to Allocate 1st +2 Arcane Monolith, Spellcasting 3 1 2 2 2nd +2 Improvised Strike, Arcane Runestones 3 1 3 3 3rd +2 Gemstone infusion 3 1 3 3 4th +2 Ability Score Improvement 4 2 3 6 5th +3 Extended Arcanum 4 2 4 8 6th +3 2nd Tier Spells 4 2 4 8 7th +3 Gemstone Infusion Feature 4 2 4 8 8th +3 Ability Score Improvement 4 2 5 10 9th +4 Arcane Consciousness 4 2 5 10 10th +4 Arcane Awakening 5 2 5 10 11th +4 Reinforced Obelisk 5 3 6 15 12th +4 Ability Score Improvement 5 3 6 15 13th +5 3rd Tier Spells 5 3 6 15 14th +5 Geowalker 5 3 7 18 15th +5 Gemstone Infusion Feature 5 3 7 18 16th +5 Ability Score Improvement 5 4 7 18 17th +6 Offhand Cantrips 5 4 8 20 18th +6 4th Tier Spells 5 4 8 20 19th +6 Ability Score Improvement 5 4 9 25 20th +6 Gemstone Infusion Feature 5 4 10 30 Geomancers are often viewed as the masters of battlefield manipulation, being able to change the terrain to suit their needs at a moments notice. Utilizing powerful stone monoliths imbued with arcane energy, they can fire spells from the safety of the backlines while creating many magical obstacles between themselves and anyone trying to get close. Class Features As a geomancer you gain the following class features. Hit Points Hit Dice: 1d6 per geomancer level

1d6 per geomancer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per geomancer level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Arcana, and choose two from History, Medicine, Investigation, Religion and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A simple weapon or (b) a hand crossbow and twenty bolts

(a) Two daggers or (b) a simple weapon

(a) A scholar’s pack or (b) a diplomat’s pack

Arcane gloves and leather armor 1

Spellcasting Each of your monolith’s have their own spell list and their own individual spell points which you allocate at the start of each day. Some spells only become available when you reach higher levels, which are listed in each of their stat tables. Intelligence is your spellcasting ability for your geomancer spells. Spells that require both contact with your monolith and concentration only require you to touch the monolith on your first turn, after that you may move away while keeping the spell active as long as you retain concentration. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Geomancer table. Spellcasting Ability Intelligence is your spellcasting ability for your geomancer spells due to their magic deriving from years of reaserch into the logic and science of magic. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Arcane Gloves You utilise a pair of arcane gloves to summon small magic circles in front of you, which you then manipulate by shifting the patterns and symbols to perform your magic. Arcane Monolith After studying and experimenting with the raw essence of magic, you have learned how to bend it to your will in the form of powerful stone monoliths, veined with glowing elemental power. At the start of each day you can choose a number of monoliths to prepare (as indicated in the above table, including how many spell points you can allocate to each) which are imbued with the power of fire, water, lightning or acid. You cannot prepare more than one of each monolith. Monoliths follow these rules: On your first turn in an encounter you can summon a monolith as a bonus action anywhere within 60 feet of you. Normally it takes your action. You can dispell them as a bonus action.

You can use your action to cast a spell with one of your monoliths.

You have unlimited range when commanding your monoliths to cast spells and you don't need vision of them. The only drawback being that spells that require a target will most likely miss (up to the DM's discretion).

You are not mentally linked to your monoliths, if a monolith you can't see is getting attacked then you are only notified after it's destruction.

Different monoliths have their own hit points and other stats. They each last for an hour or until destroyed. Monoliths regain a quarter of their maximum hit points (rounded up) per hour while they are dispelled.

Monoliths that are not dispelled before their time runs out are counted as being destroyed.

Destroyed monoliths do not regenerate hit points and must be remade on a short rest by sacrificing a hit die, which brings them back with a quarter of their hit points (rounded up) and however many spell points they had remaining before they were destroyed. They can also be remade on a long rest with no cost.

If dispelled, they cannot be resummoned until 10 minutes have passed.

On a long rest you can replenish and reallocate the spell points of all dispelled monoliths. Improvised Strike Starting at 2nd level you can use your bonus action to perform a weapon attack which deals half damage, but only if you don't take the attack action on your turn (casting a spell doesn't count). Arcane Runestones By 2nd level you have learned how to manipulate and combine minor amounts of healing magic into small runestones. You carry three arcane runestones with you which can be used by anyone as a bonus action and heal the user for 1d4 + the user’s intelligence modifier. This increases to a 1d6 at 6th, 1d8 at 10th, 1d10 at 14th and a 1d12 at 18th level. They are consumed upon use and you can create more on a short rest, but cannot have more than three at a time. Gemstone Infusion When you reach 3rd level, you unlock the ability to permanently infuse your arcane gloves with magical gemstones, boosting your monoliths magical properties and effectiveness in battle. You may choose from either the Ruby, Sapphire or Emerald Infusion paths. Your choice of infusion will grant you features at 3rd, 7th, 15th and 20th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal you can’t increase an ability score past 20 using this feature. Extended Arcanum By 5th level, you have discovered a technique which make your monoliths last longer. Your monoliths now last forever. Tiered Spell List After gaining battlefield experience and experimenting with your monolith spells, you have learned how to produce higher level spells. At 6th level you unlock the ability to cast 2nd tier spells. At 13th level you unlock 3rd tier spells. At 18th level you unlock 4th tier spells (you can only cast one 4th tier spell a day). Arcane Consciousness You have discovered that your monoliths have developed a very basic form of sentience and are aware of events that take place around them. By 9th level, as an action, you can meditate and access one of your active monolith's memories 2

from the past 12 hours. You do not need to have physical contact with the monolith, as such the range of this ability is unlimited. While meditating, you take the place of your monolith in your mind. You see and hear everything that happened within 30 feet of it over the 12 hours, everything beyond that lacks sound and is shrouded in darkness. If a creature touched the monolith, you can learn one thing about it such as it's alignment, biggest fear, emotional state, ect. This can only be done once and on one creature. You can replay any of the events that happen as many times as you would like as the meditation lasts for a full hour no matter how long you take viewing your monoliths memories. Once you use this ability you must finish a long rest to use it again. Arcane Awakening Starting at 10th level, manipulating your monoliths has become second nature to you. You can now summon monoliths using your bonus action. Reinforced Obelisk By 11th level you have learned how to make your monoliths more durable. Your monoliths and Basic and Advanced Golems have an extra 30 hit points. Geowalker Beginning at 14th level, you gain the ability to pass into one of your monoliths and exit through another, so long as they are within 100 feet of each other. You can extend the distance if you have multiple monoliths active (eg. A, B and C), so long as monoliths A and C are within 100 feet of B, you can travel from A to C even if they are more than 100 feet apart. In battle you may choose to end your turn inside of a monolith, but if the monolith is destroyed, you are forced out of it and instantly fall unconscious. While inside you can cast spells, but only from that monolith. Offhand Cantrips At 17th level, whenever you take the attack action or cast a spell, you can also cast a cantrip. You cannot cast more than one cantrip per turn. Gemstone Infusions After years of experimentation by geomancers gathered from all over the world, it was discovered that arcane energy could be concentrated into gemstones, granting their monoliths even greater power. Due to the nature of the imbuement process when fusing a users arcane gloves and a flawless gemstone together, it is only possible to fully commit to one pathway at any given time. Because of this, most geomancers will pick one path of knowledge to follow and stick to it until they die or retire, whichever comes first. Ruby Infusion Some geomancers seek to infuse their monoliths with life. To this end, they grant their creations limited autonomy by transforming their monoliths into golems. When not doing experiments or research, many geomancers that go down the path of the Ruby Infusion normally find themselves on the front lines of battle, leading their creations forward toward victory. Being able to create and control unyielding, unquestioning stone giants is not something that the enemies of a ruby geomancer should take lightly. Basic Golemancy At 3rd level when summoning a monolith, you may instead choose to summon a Basic Golem of the same type, you can also choose to transform an already existing monolith using an action. Basic Golems only retain half of whatever their spell points were before transformation (rounded down), but also gain an elemental melee attack depending on their type. If you return a golem back to a monolith, it does not get any of the initial spell points back from before it transformed. You can only make one Basic Golem per short rest. All basic and advanced golems follow these rules: Commanding a golem to move costs you nothing.

Commanding a golem to perform a basic task such as holding, grappling ect. costs you your bonus action.

Commanding a golem to attack via melee or spells costs you your full action.

Golems cannot be given multiple tasks. If you wish for a golem to perform another task you must either wait until it finishes it's current order, or make it cancel the current order halfway through.

When creating an Advanced Golem, the two monoliths must be within 45 feet of each other to be able to fuze. The Advanced Golem appears in a place you designate between the two monoliths previous positions.

Spells that create effects that surround a monolith do not travel with the golems (eg. Aqua Barrier), instead they remain in their original position.

If you are put into an unconcious state or die, your golems instantly become petrified until you recover.

Golems have the same lifespan rules as monoliths. Advanced Golemancy Starting at 7th level you gain the ability to create an Advanced Golem by fusing two existing monoliths together. An Advanced Golem gains the resistances and melee attacks of whatever type monoliths it was fused with. It’s spell points from the two monoliths are combined and then halved. Upon disassembly you may choose where you want to allocate any remaining spell points. You can only make one Advanced Golem per long rest. Increased Autonomy At 15th level your mastery and trust that you place in your golems is apparent to everyone. You can now spend an action to give your golems more complex instructions which they will accomplish to the best of their ability. This allows you to queue up orders, allowing you to move freely and act independently without having to spend your action each turn on commanding your golems to attack and such. Using this ability can be dangerous though, as your golems may not be as delicate or precise in performing a task compared to if you were issuing them single orders.You can cancle an order as a reaction whenever you want. You can also now use your Geowalker ability on golems. Geowalking inside a golem gives you the following benefits: 3

You gain their current hit points as temporary hit points. Once those temporary hit points run out, you are forced out of your golem as it is destroyed and you are put into a downed state.

You gain their resistances and immunities.

You replace it's Wisdom, Intelligence and Charisma scores with your own. Titan At 20th level you have gained the knowledge needed to create and maintain a Titan Golem. By utilizing all four of your monoliths, which must be located within 60 feet of each other, you can combine them into a Titan Golem. The Titan Golem has all the resistances it’s precursors may have had. Unfortunately, Titan Golems have to be manually made to perform tasks since they use so much magic just to keep themselves together and don’t have the autonomous capabilities to do much on their own. The user is required to Geowalk inside the Titan Golem to pilot it manually. Creating a Titan Golem is a massive feat and therefore increases the user’s exhaustion level by one, but is not felt by the user until they exit the golem. You cannot create a Titan Golem if there is not enough space for it to fit, unless the terrain is weak enough to be destroyed upon completion. Upon disassembly you may choose where you want to allocate any remaining spell points. You can only create one Titan Golem per long rest. Sapphire Infusion Not satisfied with the practicality of having non-mobile spell catalysts, geomancers who go down the Sapphire Infusion path decide to take things to an up-close-and-personal level of spellcasting. Sapphire geomancers are often viewed by their peers as a little unorthodox, the need to put themselves directly in front of danger is considered quite an unusual impulse by most mages. Exo-Brawler Starting at 3rd level you have figured out a way to make your monoliths more portable in the form of exo-monoliths. Instead of summoning a normal monolith, you can instead have arcane stone fragments surround and attatch themselves to your body. Your arm becomes encased in strong, yet surprisingly flexible and weightless stone up to your elbow. When summoning multiple exo-monoliths, you can apply two to each arm. You are able to make an unarmed attack with your exo-monoliths which takes into account your Strength modifier and your proficiency bonus. Roll 1d10 for every exo-monolith you have equipped and choose a single damage type based on which elements you are using. You can cast spells as normal while using this ability, any spells that create effects that surround your exo-monolith do not travel with it (eg. Aqua Barrier), and you automatically have contact for any spells that require it. Exo-monoliths lose their own monoloith stats and function similarly to a regular spellcasting focus. Exo-monoliths are destroyed if you die or are knocked unconscious. To turn the exo-monolith into a regular monolith, it must be dispelled first, and then resummoned after 10 minutes. Ironclad At 7th level, you gain a +1 bonus to your armor class for every exo-monolith you have equipped. Close Quarters Enhancement Once you reach 15th level, any exo-monoliths you have equipped increase your Strength and Constitution scores by +1 each, as well as giving you resistances to their element types. Unstoppable Force At 20th level, when you have 4 exo-monoliths equipped you can use an action to cause them to cover your entire body. The bonuses granted by your exo-monoliths are doubled. You also gain 50 temporary hit points and resistance to slashing piercing and bludgeoning damage. You are also immune to knockback and displacement effects. This ability lasts for 10 minutes and you must finish a short rest to use it again. Emerald Infusion Wanting to extend the limits of their knowledge, geomancers that go down the Emerald Infusion path have been known to try and break the barrier between science and religion, combining the power of both to further their own growth. Many religious factions view this unity as heretical and believe that it perverts the nature of their holy ways, whereas those in the scientific community view it as just another step towards understanding the universe from a factual point of view. Spiritual Monoliths Starting at 3rd level, you unlock the ability to create two new variants of your monoliths, divine and necrotic. Hands of Mercy By 7th level, you have developed a technique which allows you to directly harnesses both your divine and necrotic power into your arcane gloves. You draw power from a pool of arcane energy which total is equal to 3 x your geomancer level. As an action, you can touch a creature and draw divine power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool (no effect on undead and constructs). Similarly you can make an unarmed strike against an enemy to deal necrotic damage instead (the points are not used up if the attack misses). The pool of arcane energy replenishes on a long rest. Protective Aura Starting at 15th level, while allies stand within 30 feet of a monolith, they gain resistance to it's element type. Ascension At 20th level, if both your divine and necrotic monoliths are currently summoned you can use your action to destroy them both, also forfeiting any spell points they had left, and have their otherworldy power flood through your body. When you do this your body emits a faint green light which extends 30 feet from you. You gain immunity to divine and necrotic damage, as well as the ability to use your movement speed to fly. You can also cast any spell of second tier or lower from your divine and necrotic spell lists without having to worry about your spell points. Finally, you also deal an extra 3d10 of either necrotic or divine damage on weapon attacks. This lasts for 10 minutes or until dispelled as a bonus action. To use this ability again you must finish a long rest. 4

Monolith Spells Glacial Water Monolith Tier 1 Spells: Elemental Blast Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous Your monolith hurls a 4-inch-diameter sphere of energy at a creature that you can see within range. The type of orb you create is dependent on the monolith you cast it from. Make a ranged spell attack, upon success the creature takes 3d8 damage of the monolith’s element type. Aqua Barrier Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 1 minute A giant bubble of water surrounds your monolith. Non-magical projectiles that are fired into the shield are halted upon contact. Creatures may move in and out of the bubble at will. The bubble can be dispelled using a bonus action. Waterspout Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 1 minute Water spouts from the top of your monolith, and rains down on everything within it’s range. All creatures and items within it’s range become soaked in water. You can choose the colour of the water and the amount of it being released when you initially cast it, and change it as a bonus action on later turns. Icicle Spear Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous Your monolith fires a giant icicle at the target. Make a ranged spell attack, if successful, the target takes 3d12 cold damage and must succeed on a Constitution saving throw or be pushed back 10 feet. If they are pushed into a wall, they are impaled and cannot move on their next turn. Frozen Terrain Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 1 minute The ground beneath your monolith becomes frozen in a thick sheet of ice. Anyone moving across it must do so at half speed or risk falling prone. Creatures must succeed on a Dexterity saving throw when trying to move across it at full speed. Tier 2 Spells: Blizzard Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 60 foot long, 15 foot wide cylinder

60 foot long, 15 foot wide cylinder Components: V, S

V, S Duration: Instantaneous You release a massive blast of glacial wind in a single direction, dealing 6d10 cold damage. Anyone caught inside it must make a Dexterity saving throw, taking full damage and reducing movement speed by half on their next turn if failed, and half damage if successful. Bubble Shield Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 reaction

1 reaction Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous When a creature is about to take damage, you can use your reaction to create a bubble shield around that creature. The shield halves any damage they take in the attack and leaves the target on 1 hit point if it would otherwise knock them unconscious. Upon being hit, the shield bursts and pushes the creature 10 feet away from the direction of the incoming damage. The enemy does not get an attack of opportunity from this. Tentacle Barrage Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self, 60 foot radius

Self, 60 foot radius Components: V, S

V, S Duration: Instantaneous Tentacles made of freezing water, equal to the amount of people you are going to attack, rise up from the ground. Each target is assaulted by the tentacles and take 3d8 cold damage. 5

Snow Globe Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 10 minutes A giant sphere of clear ice surrounds your monolith. The snow globe has 50 hit points and is resistant to all types of attacks except bludgeoning and fire, which it takes double damage from. No one but the user can pass between the barrier until it is either destroyed or the duration times out. Everyone inside the snow globe takes 2d12 cold damage at the start of their turns and have their movement speed reduced by half until they escape. The snow globe can be destroyed by destroying the monolith, destroying the globe itself, or if it is dispelled by the user as a bonus action. Tier 3 Spells: Giant Snow Ball Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: 120 feet, 30 foot radius

120 feet, 30 foot radius Components: V, S

V, S Duration: Instantaneous A giant snow ball launches from the top of your monolith and flies towards a location of your choosing. The snowball is 10 feet wide and deals 10d8 cold damage to anyone it lands on, and 4d8 cold damage to everyone else in the vicinity. Those who are about to be hit directly can make a Dexterity saving throw to dodge the initial impact and take the 4d8 damage instead. Shared Investiture of Ice Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 10 minutes You infuse a creature of your choice with the following benefits. Until the spell ends, ice rimes their body, and they gain the following benefits: You are immune to cold damage and have resistance to fire damage.

You can move across difficult terrain created by ice or snow without spending extra movement.

The ground in a 10 foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Hydro Cannon Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, requires contact

V, S, requires contact Duration: 1 minute, concentration A huge torrent of freezing water explodes out of your monolith and slams into the target. The target is pushed all the way back to the spells maximum range, or as far as the terrain will let them. The target takes 10d12 cold damage when initially hit, and 5d12 cold damage at the start of their turn. If the target is pinned up against terrain, they must make a Strength saving throw to try and free themselves from the spell. If they fail, they cannot take any actions on that turn and must try again on their next one. If they are not pinned against terrain, they can escape without having to make a Strength saving throw. As an action you can change the direction of the spell, doing so will free anyone currently under hydro cannon’s effects. When changing targets, they only take the 5d12 cold damage on the initial hit, and the same at the start of their turns. Tier 4 Spells: Deep Whirlpool Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S, requires contact

V, S, requires contact Duration: 1 minute, concentration You create a large whirlpool underneath your monolith. Anyone who is standing in the initial whirlpool area can use their reaction to get to safety as long as they have enough movement speed. The floor falls away to reveal a bottomless pit, but the ground underneath you and your monolith remains floating in the air above the chasm. Every turn after, the whirlpool radius increases by 10 feet. If the whirlpool expands into an area where someone is standing, they must make a Dexterity save or fall in. Anyone who falls or is pushed in, dies and their body becomes irretrievable. Upon breaking concentration, the spell ends instantly and the terrain returns to normal. Winter Wonderland Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 action

1 action Range: Self, 360 foot radius

Self, 360 foot radius Components: V, S, requires contact and open sky

V, S, requires contact and open sky Duration: 1 minute On your first turn, your monolith fires a beam of arcane energy into the sky, creating a massive crackling sound that can be heard for miles. On your second turn, black clouds gather and a violent snowstorm covers the battlefield. Upon appearing, all creatures (except you) must make a Constituion saving throw. On a failed save, the viscious winds knock them prone and they take 2d6 cold damage. Each round you maintain Concentration on this spell, the snowstorm produces additional effects on your turn. Round 2: Shards of ice fall from the blackened sky. Each creature and object under the clouds takes 3d6 cold damage. 6

Round 3: A heavy fog forms, reducing everyones vision by half and causing disadvantage on all ranged attacks.

Round 4: Snow begins to build up, reducing everyones movement speed by half.

Round 5-10: Any creature that is large or smaller, must make a Constitution saving throw. If failed, they become frozen solid (paralysed), unless they are wearing some form of winter gear, are near a heat source or are resistant to cold damage. Creatures that are frozen can break out at the start of their turn by making another Constitution saving throw. All targets take an additional 3d6 cold damage. Blinding Lightning Monolith Tier 1 Spells: Elemental Blast Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous Your monolith hurls a 4-inch-diameter sphere of energy at a creature that you can see within range. The type of orb you create is dependent on the monolith you cast it from. Make a ranged spell attack, upon success the creature takes 3d8 damage of the monolith’s element type. Forked Lightning Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous You fire a bright stream of lighting towards a creature of your choice, dealing 2d8 lighting damage. If there are other creatures within 15 feet of the primary target, you can make the lightning fork out towards them, dealing 1d6 lighting damage to an additional four other creatures. Electric Terrain Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 1 minute The ground beneath your monolith becomes bathed in electricity. Any creature that moves across it’s area feels invigorated and gains an extra 10 feet of movement speed. As long as a creature stays within the area they gain an additional 1d6 lightning damage on all melee attacks, this bonus is lost as soon as they exit the area. The damage granted by this spell is negated if used to attack the monolith. Lighting Imbuement Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute You fire off a bolt of electricity towards a target of your choice. They become charged with the power of lightning and gain resistance towards lighting and thunder damage. They also gain an additional 2d6 lighting damage on all of their physical attacks. Thunderclap Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 40 foot cone

40 foot cone Components: V, S

V, S Duration: Instantaneous A vicious blast of wind explodes from your monolith. Creatures caught within the blast must succeed on a Constitution saving throw or be knocked back 15 feet and take 4d6 thunder damage. On a successful save, creatures are not knocked back and take half damage. Tier 2 Spells: Gale Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: Self, 20 foot radius

Self, 20 foot radius Components: V, S

V, S Duration: Instantaneous Harsh winds burst from your monolith, anyone caught within its radius must succeed on a DC17 Constitution saving throw or be pushed back to the edge of the radius and fall prone. If successful, they are only pushed back 10 feet and are not knocked down. Multi-bolt Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 reaction

1 reaction Range: 90 feet

90 feet Components: V, S, requires contact

V, S, requires contact Duration: Instantaneous Choose 3 creatures within range. Lightning arcs out towards them and they take 4d10 lightning damage each. They must also succeed on a Constitution saving throw or become paralysed until the start of your next turn. 7

Lightning Spears Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self, 20 foot radius

Self, 20 foot radius Components: V, S

V, S Duration: 10 minutes Six bolts of lightning fly out from the monolith and impale themselves into the ground around it, equally spaced out in the shape of a hexagon. Creatures can pick them up and use them as throwing spears with 100/300 range. The spears deal 3d10 lightning damage, 2d10 thunder damage, and can be thrown using either Strength, Dexterity, Wisdom or Intelligence, and have a +3 to hit. Once thrown, the spear explodes and disappears. If used as a melee weapon, regardless of whether they hit their target, they explode in the users hands and deal the same damage to them. Electrical Vortex Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 1 minute A vortex of lightning surrounds your monolith, moving so fast it makes it impossible to see through. Anyone trapped inside takes 3d12 lightning damage at the start of their turn. Creatures can enter or leave the vortex whenever they want but take 6d8 lightning damage whenever they do. The vortex can only be stopped by destroying the monolith or if the user dispels it as a bonus action. Tier 3 Spells: Velocity Shift Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 3 rounds A bolt of lightning flies towards a target of your choice. The target is granted double movement speed, an extra attack action, and advantage on all saving throws and attacks for the next three rounds. The effects disappear at the end of the creatures third turn. Shared Investiture of Wind Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 10 minutes You infuse a creature of your choice with the following benefits. Until the spell ends, powerful wind flows around their body, and they gain the following benefits: Ranged weapon attacks made against you have disadvantage on the attack roll.

You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

You can use your action to create a 15-foot cube of swirling wind centred on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. Gigavolt Explosion Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: 120 feet, 20 foot radius

120 feet, 20 foot radius Components: V, S, requires contact

V, S, requires contact Duration: Instantaneous You launch a massive ball of explosive electricity towards your target. Anyone caught within the blast can make a Dexterity save. On failure, creatures take 10d12 lightning damage and are paralysed. If successful, they take half damage and are not paralysed. Anyone inside the explosion, or looking at it within 60 feet of it when it goes off, are blinded for an hour. Tier 4 Spells: Storm of Vengeance Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 action

1 action Range: Self, 360 foot radius

Self, 360 foot radius Components: V, S, requires contact and open sky

V, S, requires contact and open sky Duration: 1 minute, concentration A continuous stream of lightning fires up into the sky, summoning dark clouds and heavy rain. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes. Each round you maintain Concentration on this spell, the storm produces additional effects on your turn. Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3: You call six bolts of lightning from the cloud to strike six creatures or Objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical. 8

Lightning Halberd Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 action

1 action Range: Self

Self Components: V, S, requires contact

V, S, requires contact Duration: 1 hour The surface of your monolith ripples and becomes translucent, revealing a stone halberd infused with lightning within. You may reach inside your monolith to pull out the weapon. The weapon can be dispelled as a bonus action when being held by the user who summoned it. The weapon has the following properties: If given to another creature, the weapon shrinks or grows to accomodate their size.

The weapon deals 2d10 lightning damage and 2d10 slashing damage with a +4 to hit.

The weilder of the weapon is granted triple their normal movement speed.

When moving by enemies or moving away from them you do not provoke attacks of opportunity.

The weilder of the weapon can take 3 attack actions with the weapon in a single turn.

The users armor class increases by 4. Raging Fire Monolith Tier 1 Spells: Elemental Blast Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous Your monolith hurls a 4-inch-diameter sphere of energy at a creature that you can see within range. The type of orb you create is dependent on the monolith you cast it from. Make a ranged spell attack, upon success the creature takes 3d8 damage of the monolith’s element type. Ring of Fire Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 1 minute A ring of fire surrounds your monolith. Anyone who tries to move through the fire takes 2d8 fire damage and all those on the inside have disadvantage on saving throws due to the extreme heat. The ring can be dispelled using a bonus action. Flame Geyser Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: 60 feet, 10 foot radius

60 feet, 10 foot radius Components: V, S

V, S Duration: instantaneous Fire erupts from the ground, scorching the earth around it. Anyone caught in the blast must succeed on a Dexterity save. On failure, creatures take 4d6 fire damage, and half as much on a successful save. The ground where the spell originated is covered in fire for the next 3 rounds and anyone who crosses it takes 2d6 fire damage. Fire Bolts Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous Roll 1d6 and that many fire bolts fly out from your monolith and seek out enemies dealing 1d6 fire damage each. An enemy can be hit by multiple bolts. Fire Wall Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 80 feet, 5x20 foot line

80 feet, 5x20 foot line Components: V, S

V, S Duration: 1 minute You create a wall of fire, anyone caught in the initial spell cast must make a Dexterity save. Anyone who passes through the fire takes 3d10 fire damage. The flames are so intense that it obscures vision and makes normal ranged attacks impossible. It ignites flammable objects in the area that aren't being worn or carried. Tier 2 Spells: Fireball Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous A bright streak flashes from the tip of your monolith to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. 9

Infernal Shield Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 reaction

1 reaction Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous When a creature is about to take damage, you can use your reaction to create a firey shield infront of them. Roll a flat d20, the shield has different effects depending on the roll. Damage reflected and dealt is based off of the initial amount before the spell comes into effect. If the roll lands on a 1, the target takes double damage.

If the roll lands on a 2 - 10, the target only takes 3/4 of the damage they should have. The missing 1/4 is reflected back at the attacker.

If the roll lands on an 11 - 19, the target only takes 1/2 of the damage they should have. The missing 1/2 is reflected back at the attacker.

If the roll lands on a 20, the target takes no damage. All of the damage is reflected back at the attacker. Heatwave Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self, 45 foot radius

Self, 45 foot radius Components: V, S, requires contact

V, S, requires contact Duration: Instantaneous You send out a huge blast of dry air. The heat evaporates all non-contained liquids and makes all those effected break out into a violent sweat. All creatures within the radius must make a constitution save. Those that fail take two points of exhaustion damage. Those that succeed take one point of exhaustion damage. Exhaustion inflicted in this way cannot exceed exhaustion of the third level. This exhaustion can be cured by consuming 500ml of water per point, otherwise normal exhaustion rules apply. Bond of Flame Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: 100 feet

100 feet Components: V, S

V, S Duration: 1 minute You choose two creatures within range and forge a bond of fire between them, causing them to shimmer like a mirage. The two targets emit light in a 10 foot radius, deal double damage towards each other and take half damage from all other sources. The spell ends once one of the creatures is knocked out or dies, or if the spell is dispelled as a bonus action. The spell will also end if one of the creatures attacks another target, in which case they will take 3d10 fire damage. Tier 3 Spells: Molten Maw Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: 120 feet, 15 foot radius

120 feet, 15 foot radius Components: V, S

V, S Duration: Instantaneous, 10 minutes The earth trembles as the ground rips open and molten rock sprays forth. When a creature falls in, the hole closes up, leaving no trace of there ever being a hole there. Anyone caught in the hole is taken out of combat until the end of your next turn, upon which they are spat back out via a miniature eruption and take 10d8 fire damage. Upon the hole appearing, any creature within the radius that fails a DC15 Dexterity save falls into the hole. If no one falls in, the hole remains in place for 10 minutes, after which it will dissapear without a trace. Once the hole has been used once, the spell ends. The spell can also be canceled using a bonus action. Shared Investiture of Flame Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 10 minutes You infuse a creature of your choice with the following benefits. Flames race across their body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm them. Until the spell ends, they gain the following benefits: You are immune to fire damage and have resistance to cold damage.

Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Vulcan Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: 160 feet, 30 foot radius

160 feet, 30 foot radius Components: V, S, requires contact

V, S, requires contact Duration: 1 minute The ground beneath your monolith rises up and jets of flame erupt from the top. Fire and brimstone rain down in the target area, dealing 8d10 fire damage to everyone in the radius. Whenever someone attempts to pass through the area (including if they start their turn there) they take an additional 5d10 fire damage. This can be dispelled with a bonus action. 10

Tier 4 Spells: Meteorite Barrage Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 action

1 action Range: 160 feet

160 feet Components: V, S, requires contact

V, S, requires contact Duration: 1 minute Miniature meteorites fly out of your monolith and bombard an enemy. The amount of meteorites is equal to 2d100 (minimum 50), which deal 1 point of bludgeoning damage each. The target must succeed on a Dexterity saving throw or be hit by all of the meteorites, otherwise they only get hit by half. Depending on the amount of meteorites that hit, this spell gains additional effects: 1-50: Nothing.

51-100: The target is pushed back 15 feet.

101-150: The target is knocked prone.

151-200: The target is ignited and takes 10d10 fire damage. Blackfire Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 actions

1 actions Range: Self

Self Components: V, S, requires contact

V, S, requires contact Duration: 10 minutes You place your hand on your monolith, and as you do so it cracks open and engulfs you and it in black flames. The flames give off no heat, light or sound and cannot be extinguished, except for when the spell ends (which can also be dispelled as a bonus action), in which case the fire disappears immediately. While covered in the flames, you gain the following benefits: As you move, you leave behind a trail of black fire that reaches 20 feet into the air.

Your melee attacks gain an additional 4d10 fire damage.

Enemies and objects that are hit by your melee attacks or touch the fire are ignited and take 2d10 fire damage at the start of each of their turns.

The fire does not spread unless you will it. You cannot control the direction of it though and it will spread like a natural fire.

You take no damage from the fire.

Others cannot see through the flames, but you can. Toxic Earth Monolith Tier 1 Spells: Elemental Blast Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous Your monolith hurls a 4-inch-diameter sphere of energy at a creature that you can see within range. The type of orb you create is dependent on the monolith you cast it from. Make a ranged spell attack, upon success the creature takes 3d8 damage of the monolith’s element type. Tectonic Shift Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: Instantaneous You make the ground beneath your monolith rise or sink up to 10 feet in either direction. You can change the height/depth as a bonus action. Impaling Spikes Spell Cost: 1 Spell Point

1 Spell Point Casting Time: 1 action

1 action Range: Self, 30-foot radius

Self, 30-foot radius Components: V, S

V, S Duration: Instantaneous The earth trembles as stone spikes shoot out from the ground towards targets you designate. Enemies in the area must make a Dexterity saving throw, taking 2d8 piercing damage on a failure, and half as much on a success. The spikes crumble into dirt at the end of your turn. Acid Stream Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous A straight stream of acid flys out towards the target and eats away at their clothes. The target takes 4d6 acid damage and reduces their armor class by 2 until the acid is cleaned off (armor reduction does not stack with multiple casts of this spell or similar spells). If they are only wearing clothing or the spell reduces their armor class to 10 or lower, the target takes an additional 2d6 acid damage. 11

Gaseous Boulder Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: 90 feet, 15 foot radius

90 feet, 15 foot radius Components: V, S

V, S Duration: Instantaneous A large boulder begins to form above your monolith, which then flies overhead towards the targeted location. Upon impact, anyone standing in the radius must make a Dexterity saving throw. Upon failing, enemies take 3d10 bludgeoning damage, those that make the save only take half. As the boulder smashes open, green gas is released into the radius that lasts for 1 minute. Anyone caught in this gas takes 2d8 acid damage. Tier 2 Spells: Green Crystalline Armor Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour Malleable shards of crystal begin to form on your monolith. The first person to make contact with the monolith is rapidly coated in flexible, yet incredibly dense green crystals. The suit falls apart after an hour, if the wearer dispells it as a bonus acton, or if the wearer is knocked out. The wearer gains the following traits: Their armor class increases to 18. If their armor was previously above 18, then it stays at that number.

They gain 10 temporary hit points. If these hit points are depleted and the user stays out of combat for 10 minutes, the crystals reform and they gain them back.

They gain immunity from acid damage. Emergency Barrier Spell Cost: 2 Spell Points

2 Spell Points Casting Time: 1 reaction

1 reaction Range: 90 foot radius

90 foot radius Components: V, S

V, S Duration: Instantaneous When a creature is about to be hit by a ranged attack or spell, you may use your reaction to rip the ground up in front of the target to form a makeshift stone shield. Even if the attack destroyes terrain, the attack is blocked and the target takes no damage. The terrain stays that way permanently and is large enough to act as full cover for a single medium creature. Protective Dome Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: 1 minute The ground surrounding your monolith begins to rise up and form a giant stone sphere. The dome has 70 hit points and is resistant to peircing and slashing damage. No one can pass between the barrier until it is either destroyed or the duration times out. The user however, can make a 3-foot wide an 6-foot tall doorway appear anywhere on the dome as a bonus action or as part of the initial spell cast. Aside from any light sources present in the radius before the spell activated, the inside of the dome is completely dark. The dome can be destroyed by destroying the monolith, destroying the dome itself, or if it is dispelled by the user as a full action. Unless dispelled by the user, when the dome is destroyed, it collapses and all creatures inside must make a Dexterity save. On a failure, targets take 4d8 bludgeoning damage from falling debris, and half as much on a success. Acid Wave Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: Instantaneous Your monolith glows a sickly green colour as it spews a wave of acid in all directions. Everyone hit by the spray takes 6d8 acid damage and reduces their armor class by 2 until the acid is cleaned off (armor reduction does not stack with multiple casts of this spell or similar spells). If they are only wearing clothing or the spell reduces their armor class to 10 or lower, the target takes an additional 2d8 acid damage. Tier 3 Spells: Blue Crystalline Armor Spell Cost: 3 Spell Points

3 Spell Points Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour Malleable shards of crystal begin to form on your monolith. The first person to make contact with the monolith is rapidly coated in flexible, yet incredibly dense blue crystals. The suit falls apart after an hour, if the wearer dispells it as a bonus acton, or if the wearer is knocked out. The wearer gains the following traits: Their armor class increases to 20. If their armor was previously above 20, then it stays at that number.

They gain 20 temporary hit points. If these hit points are depleted and the user stays out of combat for 10 minutes, the crystals reform and they gain them back.

They gain immunity from acid damage.

They gain resistance to piercing and slashing damage. 12

Toxic Fissure Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: 160 feet, 20x60 foot line

160 feet, 20x60 foot line Components: V, S

V, S Duration: Instantaneous Your monolith begins to tremble as the ground rips open to reveal a 15 foot drop littered with sharp stone stalagmites producing from a pool of acid. Creatures who are beneath the ground when it opens or get pushed into the hole must make a Dexterity saving throw. If failed, they take 8d8 piercing damage and 6d8 acid damage, which also reduces their armor class by 2 until the acid is cleaned off (armor reduction does not stack with multiple casts of this spell or similar spells). If successful, they avoid the stalagmites but still fall into the acid pool and take the acid damage and its effects. When a creature starts it's turn in the acid, they take 6d8 acid damage. Creatures can make a DC15 Dexterity save to climb out of the hole, but doing so reduces their movement to 0 for the rest of the turn once they exit. Acidic Quicksand Spell Cost: 4 Spell Points

4 Spell Points Casting Time: 1 action

1 action Range: Self, 30 foot radius

Self, 30 foot radius Components: V, S

V, S Duration: Instantaneous The ground around your monolith glows green as it slowly turns to an almost liquid-like substance. All creatures in the area must make a Dexterity saving throw. If failed, enemies take 10d8 acid damage and their bodies sink halfway into the ground restraining them. If successful, enemies only take half of the acid damage and are not restrained. Enemies that are restrained this way can make a DC12 Strength saving throw at the start of their turns to pull themselves out of the ground, but lose their movement for that turn when doing so. The quicksand hardens at the end of your turn and turns the area into difficult terrain. Tier 4 Spells: White Crystalline Armor Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour Malleable shards of crystal begin to form on your monolith. The first person to make contact with the monolith is rapidly coated in flexible, yet incredibly dense white crystals. The suit falls apart after an hour, if the wearer dispells it as a bonus acton, or if the wearer is knocked out. The wearer gains the following traits: Their armor class increases to 24. If their armor was previously above 24, then it stays at that number.

They gain 40 temporary hit points. If these hit points are depleted and the user stays out of combat for 10 minutes, the crystals reform and they gain them back.

They gain immunity from acid damage.

They gain resistance to piercing, slashing and bludgeoning damage.

They can fall from a distance of 100 feet without taking any damage. If the distance is exceeded, they take 10 damage per 5 feet of extra distance.

They have advantage on saving throws against all spells. Whenever you fail a saving throw against a spell you only take half damage, and when you succeed you take no damage.

They can use their reaction to stop themselves from being knocked back or prone. Landfall Spell Cost: 5 Spell Points

5 Spell Points Casting Time: 1 action

1 action Range: Self, 50 foot radius

Self, 50 foot radius Components: V, S, requires open sky

V, S, requires open sky Duration: 1 minute, concentration Your monolith shakes violently before exploding, destroying itself and sending shards of earth flying towards the sky. These clumps of earth are drawn together 500 feet in the air above where your monolith originally was and form a giant boulder. The original explosion radius is turned into a crater, being 10 feet deep at the center. Anyone caught in the initial blast takes 8d10 bludgeoning damage. Every turn after while you keep concentration, more earth surrounding the rim of the crater is pulled up towards the sky, increasing the sphere's size. The giant mass of rock can be brought down at any time as an action and deals damage to everyone in the crater, and half damage to anyone 50 feet outside of it. If your concetration is broken, the boulder falls and deals damage based on how big it had gotten. The crater and everything within 50 feet becomes difficult terrain once the spell ends and a dust cloud that lasts 5 rounds obscures vision in the area. Depending on the size of the boulder when it falls, it can have additional effects at your DM's discretion. Each round you maintain concentration on this spell, the spell produces these effects at the start of your turn: Round 2: The radius of the crater is increased to 75 feet and the depth to 15 feet. The boulder deals 10d10 bludgeoning damage and has a diameter of 30 feet.

Round 3: The radius of the crater is increased to 100 feet and the depth to 20 feet. The boulder deals 12d10 bludgeoning damage and has a diameter of 50 feet.

Round 4: The radius of the crater is increased to 125 feet and the depth to 25 feet. The boulder deals 14d10 bludgeoning damage and has a diameter of 70 feet.

Round 5: The radius of the crater is increased to 150 feet and the depth to 30 feet. The boulder deals 16d10 bludgeoning damage and has a diameter of 90 feet.

Round 6: The radius of the crater is increased to 175 feet and the depth to 35 feet. The boulder deals 18d10 bludgeoning damage and has a diameter of 110 feet.

Round 7: The radius of the crater is increased to 200 feet and the depth to 40 feet. The boulder deals 20d10 bludgeoning damage and has a diameter of 130 feet.

Round 8: The radius of the crater is increased to 225 feet and the depth to 45 feet. The boulder deals 22d10 bludgeoning damage and has a diameter of 150 feet.

Round 9: The radius of the crater is increased to 250 feet and the depth to 50 feet. The boulder deals 24d10 bludgeoning damage and has a diameter of 170 feet.

Round 10: The radius of the crater is increased to 275 feet and the depth to 55 feet. The boulder deals 26d10 bludgeoning damage and has a diameter of 190 feet. 13

Basic Golem Medium, Construct, Unaligned Armor Class 17

17 Hit Points 20

20 Speed 20ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 8 (-1) 8 (-1) 8 (-1) Saving throws Strength +5, Constitution +5

Strength +5, Constitution +5 Damage Resistances Piercing, Slashing, Elemental Type

Piercing, Slashing, Elemental Type Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Senses Darkvision 60 feet, Passive Perception 9

Darkvision 60 feet, Passive Perception 9 Languages That of creator

That of creator Challenge 3 (700 XP) Can't Stop the Rock. Any knockback effects attempted on a Basic Golem are reduced by 10 feet. Actions Elemental Punch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d8 bludgeoning damage + 1d8 elemental damage. 14

Advanced Golem Large, Construct, Unaligned Armor Class 19

19 Hit Points 45

45 Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 8 (-1) 8 (-1) 8 (-1) Saving throws Strength +7, Constitution +7

Strength +7, Constitution +7 Damage Resistances Piercing, Slashing, Elemental Type

Piercing, Slashing, Elemental Type Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Senses Darkvision 90 feet, Passive Perception 9

Darkvision 90 feet, Passive Perception 9 Languages That of creator

That of creator Challenge 6 (2,300 XP) Can't Stop the Rock. Any knockback effects attempted on an Advanced Golem are reduced by 20 feet. Actions Elemental Punch. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 2d10 bludgeoning damage + 1d10 primary elemental damage + 1d10 secondary elemental damage. 15

Titan Golem Gargantuan, Construct, Unaligned Armor Class 22

22 Hit Points 220

220 Speed 50ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) - - - Saving throws Strength +14, Constitution +14

Strength +14, Constitution +14 Damage Resistances Piercing, Slashing, Elemental Types

Piercing, Slashing, Elemental Types Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious

Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Senses Darkvision 90 feet, Passive Perception 9

Darkvision 90 feet, Passive Perception 9 Languages That of creator

That of creator Challenge 17 (18,000 XP) Can't Stop the Rock. Any knockback effects attempted on a Titan Golem are negated. Actions Elemental Punch. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit 8d12 bludgeoning damage + 8d12 elemental damage of your choice. 16