Identity
Earth-Rifters draw on the deep, low fundament of Rift Energy — the part that sounds, when you press your ear to it, like the inside of a mountain. They shape stone, raise walls, fold roadways, and root themselves where they stand. Many serve as architects to the Aurelion houses or as drift-engineers for Halcyion mining concerns. On the battlefield, they are the channeler you cannot move and cannot easily flank.
Features
- L3 Stone-Marked
You gain proficiency in the Athletics skill if you do not already have it. When you copy an Earth-Rifting channel into your Channelbook, the credit cost is halved. While you are in contact with natural stone, worked masonry, or poured concrete (including most building floors), you cannot be knocked prone by any effect that allows a saving throw, and forced movement effects against you are halved (round down).
- L7 Bulwark Shaping
As a reaction when you or an ally within 30 ft would take damage from an attack or area effect, you can raise a 5 ft × 5 ft × 5 ft section of stone or compacted material from any solid surface within range. The wall has AC 15 and HP equal to 10 + your Wizard level, grants total cover to one Medium creature, and lasts for 1 minute or until reduced to 0 HP. You can use this feature a number of times equal to your INT modifier per long rest (minimum 1).
- 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 underlying mass. For the next hour or until you move more than 10 ft from your anchor point, you gain resistance to bludgeoning, piercing, and slashing damage from non-Rift, non-energy sources; you cannot be moved against your will by effects below your channel save DC; and you have advantage on saving throws against being grappled, restrained, or knocked prone.
- L15 Quake-Sense
You gain tremorsense out to 60 ft when in contact with the ground — you precisely sense the location of any creature within range that is also in contact with the ground. Additionally, once per long rest, you can cast an Earth-Rifting channel of 5th level or lower without expending its channel slot, provided the channel targets terrain, structures, or creatures in contact with the ground.
- L18 Heart of the Mountain
Stone answers you as a body answers its own nerves. When you complete a long rest while in contact with natural rock or earth, you gain temporary HP equal to your Wizard level + your INT modifier that lasts until your next long rest. While you have these temporary HP, you have a burrow speed equal to half your walking speed through earth, sand, and gravel (you cannot burrow through worked masonry or metal), and you can pull a Medium or smaller creature within 30 ft 10 ft toward you as a bonus action by warping the ground beneath them; the target makes a Strength saving throw against your channel save DC to resist.