Geomancer (5e Class)
Geomancer[edit]
A geomancer is a force of nature who has unlocked the ability to unleash the dormant power in the very earth itself. While this power manifests itself in various ways among geomancers, many fail before becoming a geomancer as not all individuals have required patience, fortitude, and natural inclination for earth magic. Those who succeed find themselves able to glide over the earth, armor themselves in stone, and feel the earth around them.
An Ancient Craft[edit]
While using magic to manipulate stone and earth may seem rudimentary, the art of using magic to control earth is as old if uncommon as history itself. The geomancers of old were just as powerful if not more limited in scope of magic than geomancers now. Regardless of the differences between geomancers through the ages, it is tradition for older practitioners of earth magic to tell ancient stories to younger geomancers. Fragmented as these old stories may be, it behooves to remember that the earth forgives much in time but be warned that it has a long memory.
Creating a Geomancer[edit]
Geomancer raining down boulders with art by Indigo Jenar |
When creating a geomancer, it is important to ask your nature. Are you someone who embraces tradition and the old ways or are you someone who sticks to what they know but adapts with new things they learn? How did you gain the ability to manipulate stone, did you train yourself alone through trials and tribulations or did you have a mentor? Is becoming a geomancer a defining part of your life or do you believe that it is just a step in your life's journey? Do you possess strong beliefs and willpower before becoming a geomancer or did some event or events in your life trigger a transformation that allowed you to gain these traits? Or are you still unsure of yourself but gaining more confidence over time?
- Quick Build
You can make a geomancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Strength. Second, choose the sage background. Third, choose the chain shirt, morningstar and shield, and the explorer's pack. Fourth, choose the mold earth and any damage dealing cantrip, along with the 1st-level spells absorb elements, healing word, rock wave, and stone tent.
Class Features
As a Geomancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Geomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Geomancer level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, flail, maul, morningstar, war pick, warhammer
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, History, Insight, Intimidation, Investigation, Insight, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) chain shirt
- (a) flail, war pick, or morningstar and a shield or (b) maul
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a component pouch or (b) an arcane focus
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Geode Points | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Spellcasting, Earthen Attuned, Geomancer Focus | 3 | — | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Geomancer Focus feature, Geode Points | 3 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 8 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 10 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Geomancer Focus feature, Geode feature improvement | 4 | 12 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 14 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 16 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 18 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Geomancer Focus feature, Geode feature improvement | 5 | 20 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 24 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 26 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Transmute Earth | 5 | 28 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 30 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 32 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 34 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Geomancer Focus feature, Geode feature improvement | 5 | 36 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 38 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Grounded | 5 | 40 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
As a practitioner of earth magic, your spells focus on controlling the environment around yourself and protecting yourself and your allies.
- Cantrips
At 1st level, you know three cantrips of your choice from the geomancer spell list. You learn additional geomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Geomancer table.
- Preparing and Casting Spells
The Geomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of geomancer spells that are available for you to cast, choosing from the geomancer spell list. When you do so, choose a number of geomancer spells equal to your Wisdom modifier + your geomancer level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of geomancer spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your geomancer spells. You use your Wisdom whenever a geomancer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a geomancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a geomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your geomancer spells.
Earthen Attuned[edit]
Starting at 1st level, you become more attuned to earth and gain the ability to harness it power in a number of minor ways. You may use this power to perform any of the following:
- You may learn the mineral composition of any rock by touching it.
- As an action, you may condense a handful of earthen material, turning dust to sand or sand to gravel or gravel to stone.
- While underground, you can always tell which direction is the closest that leads to the surface.
Geomancer Focus[edit]
At 1st level, you chose a certain focus as a geomancer to fine tune your powers. Choose between Earthen Controller, Sand Shifter, and Earth Defender all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 2nd, 6th, 10th and 18th level.
Geode Points[edit]
Starting at 2nd level, you become able to harness the power of the earth in a variety of ways. You gain 4 geode points and your geomancer level determines the number of points you have, as shown in the Geode Points column of the Geomancer table.
You can spend these points to use various geomancer features. You start knowing two such features: Stone Shield and Earth Glide. You learn more features as you gain levels in this class and depending on your subclass.
You regain an amount of geode points equal to your geomancer level when you finish a short rest, and you regain all expended geode points when you finish a long rest.
- Stone Shield
As a bonus action, you can spend 2 geode points to gain 1d4 + half your geomancer level temporary hit points for 1 hour. The amount of temporary hit points gained increases as you gain levels in this class to 2d4 + half your geomancer level at 6th level, 3d4 + half your geomancer level at 10th level, and 4d4 + half your geomancer level at 18th level.
- Earth Glide
As a bonus action, you can spend 1 geode point to ignore difficult terrain made of gravel, mud, sand, or stone for 10 minutes. In addition, you take no damage from plants and terrain that is magically created or manipulated, such those created by the spike growth spell.
Ability Score Improvement[edit]
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 of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Transmute Earth[edit]
By 14th level, through practice, you have mastered the ability to change the form of stone. As an action, you can spend 1 geode point and touch a 5x5 cube material of dirt, sand, gravel, or solid stone. That cube of material changes to another form of your choice between dirt, sand, gravel, or stone.
Grounded[edit]
Starting at 20th level, your very mastery of nature has allowed you to manifest control over an area around yourself. You gain a tremorsense of 60 feet and when a creature starts its turn within the range and is not on the ground, you may have them make a Strength saving throw. On a success, the creature is pulled 10 feet towards the ground, and on a failure, the creature is pulled 50 feet towards the ground and they can not fly, jump, or otherwise remove themselves from the ground while within the area of your tremorsense.
Earth Controller[edit]
Geomancer causing an earthquake and spikes to appear from ground with art by Alex Petruk |
Earth controller geomancers are those who choose to learn how to contort, bend, and manipulate earth to achieve their needs. Although basic in premise, how each earth controller chooses to use their abilities varies wildly. Some use their powers to help build roads and homes; others become mercenaries who can manipulate the land around themselves to defeat their foes; finally, a select few choose to become couriers, using their spells and abilities to quickly send messages and packages across the land.
Regardless of how these geomancers use their powers, there is more to them to simply their magic. They tend to be able to connect with nature and grow to become more well-rounded than other types of geomancers. This is not universal though, as earth controllers tend to be quite different from each other whether it be because of differences in beliefs and traditions or because of how they choose to make use of their powers.
- Craggy Magic
You learn additional spells when you reach certain levels in this class, as shown on the Earth Controller Spells table. Each spell counts as a geomancer spell for you, but it doesn’t count against the number of geomancer spells you know.
Geomancer Level | Spells |
---|---|
1st | mold earth, stone tent |
3rd | earthbind |
5th | erupting earth |
7th | stone shape |
9th | stone drill |
- Raise Earth Wall
Starting at 1st level, you become able to manipulate the earth in order to create protection for you and your allies. As an action, you can raise a number of 5 foot earth walls equal to your Wisdom modifier (minimum of one), in unoccupied spaces you can see within 60 feet of you. These walls last for 1 minute, they each have hit points equal to double your geomancer level + your proficiency bonus, and are immune to poison, psychic, and necrotic damage. Once you summon these earth walls, you can not summon them again until you finish a long rest or you expend a 1st level or higher spell slot to recover use of Raise Earth Wall when you finish a short rest.
- Geode Feature: Fling Rock
Starting at 2nd level, your specialization in manipulating earth grants you the ability to imbue stones then chuck them at any unsuspecting foe. As a bonus action, you may spend 1 geode point to make a ranged spell attack against a target you can see within 60 feet of you. On a hit, you deal 1d6 bludgeoning damage. This damage increases as you gain levels in this class to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 18th level.
- Heartiness of Stone
Starting at 6th level, your body begins to take on some of the characteristics of stone giving you some measure of protection on things that target your body. You are now immune to poison damage and the poisoned condition. In addition, whenever an effect requires you to make a Constitution saving throw, if succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Stone Shield Mastery
Starting at 10th level, your mastery over the earth has reached the point where controlling it is second nature to you. On your turn, you may use the stone shield geode feature once with no action required.
- Boulder Crush
Starting at 18th level, you gain the ability to conjure an enormous boulder to crush your foes. As an action, you may summon a huge boulder to crush a target you can see within 60 feet of you. The target creature must make a Strength saving throw. On a failed save, the target takes 10d10 bludgeoning damage and is restrained until the start of your next turn. On a success, the creature takes half as much damage, is knocked prone and can not move until the start of your next turn. Once you use this feature you can not use it again until you finish a long rest.
Sand Shifter[edit]
It is the dream of many to be a free spirit and go wherever life leads them. Sand shifters are those who have lived the life of a wanderer and so much more. Their abilities allow them to more easily control sand than other geomancers, which sand shifters use to disrupt their enemies and protect themselves.
Besides having unique abilities among geomancers, sand shifters' training and lifestyle is unlike that of other geomancer focuses. While other focuses tend to teach patience and fortitude, sand shifters tend to teach flexibility and adaptability. While these teachings sometimes do cause clashes between focuses, more often than not, an accord is reached, and an understanding is reached.
- Trained Survivalist
Starting at 1st level, through training in harsh conditions, you have become an expert in surviving in desolate places. You gain proficiency in the Survival skill, your movement speed increases by 5 feet, and you become immune to the effects of hot weather. In addition, at 10th level, you then gain resistance to fire damage.
- Swirling Sandstorm
Starting at 1st level, as a bonus action, you gain the ability to summon a 30 foot circular sandstorm around yourself for 1 minute. Creatures besides you treat the sandstorm as a lightly obscured area and if they start their turn within the sandstorm, they take bludgeoning damage equal to half your proficiency bonus (rounded up). In addition, all ranged attacks made through the sandstorm are made at disadvantage. You may also end the sandstorm early any time on your turn with no action required. Once you summon this sandstorm, you can not summon it again until you finish a long rest or expend a 1st level or higher spell slot to recover use of Swirling Sandstorm when you finish a short rest.
- Geode Feature: Buffering Sands
Starting at 2nd level, you may infuse your spells with annoying sand to cause discomfort to your enemies. Once per turn, when you damage a creature with a geomancer spell, you may spend 1 geode point to bombard them with sand, causing one of the following effects:
- The creature takes an additional 1d4 bludgeoning damage. This damage increases as you gain levels in this class to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 18th level.
- You can have the target make a Constitution saving throw. On a failure, the creature's vision range is reduced down to 60 feet until the start of your next turn. This vision range decreases as you gain levels in this class to 50 feet at 6th level, 40 feet at 10th level, and 30 feet at 18th level.
- Tripping Sands
By at 6th level, you have learned how to create temporary streams of sand that can be used to disrupt your foes. When a creature you can see that is not flying moves within 10 feet of you, as a reaction, you may lash out at the target creature with sand, attempting to trip them. The target creature must make a Strength saving throw or it is knocked prone.
- Hardened Sand Shield
Starting at 10th level, you have mastered the art of creating protective sand shields for yourself and can maintain multiple protective shields. You may have two different instances of temporary hit points. If you would gain any further instances of temporary hit points beyond the two, you may choose which of the two instances of temporary hit points you want to replace if any. When you would take damage, you may choose which instance of temporary hit points takes damage before the other.
- Sand Veil
Starting at 18th level, as an action, you may create a magical veil of sand around yourself that almost completely stops other creatures from seeing you. For 1 minute, you gain the following benefits:
- Creatures have disadvantage on all attacks made on you.
- You can not be targeted by other creatures' spells and abilities except by creatures within 5 feet of you or by select creatures of your choice when you create the veil.
- Your movement does not trigger opportunity attacks.
Earthen Defender[edit]
Throughout history, there have been many times that geomancers and their teachings have almost disappeared into obscurity. Whether by coincidence or fate, earthen defender geomancers have kept their traditions alive through many a troubling times using their sheer willpower and fortitude in both their attitude and abilities. In addition, while one can train to become an earthen defender like any other geomancer, earthen defenders can also gain their abilities in a form of inheritance. When the older geomancer believes the younger one is ready to take up the mantle, the geomancer focus can be passed down. After being passed down, the geomancer may then refine their control over their abilities and eventually find a worthy successor continuing the cycle.
- Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
- Armor of Earth
Starting at 1st level, as an action, you may summon an aegis made of earth to protect yourself. While summoned, you gain a +1 bonus to your AC until you summon the Armor or Earth again or finish a long rest. Once you summon this armor, you can not summon it again until you finish a long rest or expend a 1st level or higher spell slot to recover use of Armor of Earth when you finish a short rest. In addition, when summoned, you may end Armor of Earth to use one of the following features:
- Sturdy. As an action, you can ignore damage that causes you to drop below 1 hit point until the start of your next turn.
- Splintering Armor. When you are hit by a melee attack, you can have the armor splinter dealing piercing damage equal to an amount of d8's equal to your proficiency bonus to the creature that hit you.
- Geode Feature: Weight of Earth
Starting at 2nd level, you gain the imbue your attacks with massive force. When you hit a creature with a melee attack, you may spend 2 geode points to make the attack heavier, making it deal 2d10 additional damage as the same type as your weapon. This damage increases as you gain levels in this class to 3d10 at 6th level, 4d10 at 10th level, and 5d10 at 18th level.
- Aegis of Protection
Starting at 6th level, you can not be shoved or moved against your will, and when another creature you can see within 10 feet of you takes bludgeoning, slashing, or piercing damage, as a reaction you may conjure an earthen shield around the creature, reducing the damage they take by 1d4 + your proficiency bonus. This aegis increases in power when you gain geomancer levels to 2d4 + your proficiency bonus at 10th level and 3d4 + your proficiency bonus at 18th level.
- Raise Shields
Starting at 10th level, when you use your stone shield geode feature, you may spend 1 additional geode point to give the effects of the feature to one other creature you can see within 30 feet of you.
- Titan of Earth
Starting at 18th level, as an action, you may gather earth around you to enlarge your form for 1 minute or until you are unconcious. You gain the following effects for the duration:
- You become Large size and your melee range increases by 5 feet.
- You gain 4d10 + your geomancer level temporary hit points.
- At the start of your turn, you may summon your Armor of Earth if you don't already have one summoned.
Geomancer Spell List[edit]
Geomancers can prepare spells that can help them protect themselves and help and enhance their allies.
- Cantrips
acid splash, dancing lights, light, magic stone, mending, message, mold earth, sandcast, stonefists, thaumaturgy
- 1st
absorb elements, alarm, catapult, cure wounds, detect magic, detect poison and disease, earth tremor, expeditious retreat, false life, grease, healing word, longstrider, purify food and drink, rock wave, sleep, stone bolt, stone tent
- 2nd
darkvision, darkness, dust devil, earthbind, enhance ability, enlarge/reduce, heat metal, hold person, knock, lesser restoration, locate object, protection from poison, see invisibility, spider climb, spike growth, stone sleep
- 3rd
create food and water, earth rune, erupting earth, glyph of warding, mass healing word, nondetection, protection from energy, remove curse, revivify, slow, tongues, wall of sand
- 4th
aura of purity, fabricate (only earth), freedom of movement, locate creature, resilient sphere, stone shape, stone sphere, stone tell, stoneskin
- 5th
commune with nature, creation (not vegetable matter), dispel evil and good, greater restoration, mass cure wounds, passwall, sand tornado, stone drill, transmute rock, wall of stone
- 6th
bones of the earth, find the path, flesh to stone, guards and wards, heroes' feast, investiture of sand, investiture of stone, move earth, true seeing
- 7th
golem, plane shift, regenerate, reverse gravity, simulacrum, symbol
- 8th
antimagic field, earthquake, explosive boulder, mind blank, mighty fortress
- 9th
foresight, gate, imprisonment, invulnerability, meteor swarm
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the geomancer class, you must meet these prerequisites: 13 Constitution and 13 Wisdom.
Proficiencies. When you multiclass into the geomancer class, you gain the following proficiencies: light armor, medium armor, simple weapons, and one martial weapon proficiency between the flail, maul, morningstar, war pick, and warhammer.
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