Geomancer

Class Stat

These spellcasters harness the power of nature through geomancy to strengthen allies, enervate enemies, and provide much-needed support to their parties. With their attunement to nature, they can call forth the power of the elements in a similar way that Black Mages do. But more than that, they are able to call upon the power of the elements in nature to shapeshift. Adventurer's who delve down the path of the Geomancer become those who are able to command the forces of nature itself.

Hit Points (HP)

Hit Dice 1d8 per level
HP at Level 1 8 + CON modifier
HP at higher levels 1d8 (or 4) + CON modifier per level

Proficiencies

Armour Light armour, medium armour, shields (Geomancers will not wear armour or use shields made of metal)
Weapons Clubs, daggers, darts, javelins, scythes, slings, spears, staves
Tools Herbalism Kit
Saving Throws Intelligence, Wisdom
Skills Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Geomancer Table

Spell slots per spell level
Level Proficiency Bonus Abilities Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Geomantic, Spellcasting, Favoured Terrain (1) 3 2 - - - - - - - -
2 +2 Wild Shape, Wild Companion, Natural Recovery 3 3 - - - - - - - -
3 +2 - 3 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 4 3 - - - - - - -
5 +3 - 4 4 3 2 - - - - - -
6 +3 Geomancy, Favoured Terrain (2) 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Elemental Shape, Favoured Terrain (3) + Improvement 5 4 3 3 3 2 - - - -
11 +4 - 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Terraforming 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 3 1 1 1 -
16 +5 Ability Score Improvement 5 4 3 3 3 3 1 1 1 -
17 +6 - 5 4 3 3 3 3 2 1 1 1
18 +6 Terrain Mastery, Timeless Body 5 4 3 3 3 3 2 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Shapeshifter 5 4 3 3 3 3 2 2 1 1

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Or, you could choose to start with 2d4 × 10 gp and purchase your equipment.

Class Abilities

Geomantic

You know The Green Word, the secret language of Geomancers and Rava Viera. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magick.

Spellcasting

From Level 1 onwards, by drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At Level 1, you know three cantrips of your choice from the Geomancer Spell list. You learn additional Geomancer cantrips as shown on the Geomancer table; one at 4th level and one more at 10th level.

Spell Slots

The Geomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Geomancer 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.

Preparing and Casting Spells

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, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots when calculating your Geomancer level.

For example, if you are a 3rd-level Geomancer, 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, you can cast it using a 1st-level or a 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 and prayer to the powers of nature: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Geomancer spells, since the power of your magick relies on your ability to attune to the powers of nature around you. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS 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 WIS modifier

Spell attack modifier = your proficiency bonus + your WIS 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 a nature focus, as a spellcasting focus for your Geomancer spells.

Favoured Terrain

Starting at 1st Level, you have become particularly attuned and familiar with one type of natural environment. Choose one type of favoured terrain from the following:

  • Arctic
  • Coastal
  • Deserts
  • Forests
  • Mountains
  • Plains
  • Wastelands

You can select another favoured terrain at 6th Level, and again at 10th Level. Your choices affect the Geomancy, Elemental Shape, Terraforming, and Terrain Mastery skills that you learn at 6th, 10th, 14th, and 18th Level respectively. Further, whenever you make an Intelligence or Wisdom ability check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. Also, you are unaffected by Difficult Terrain while in your favoured terrain.

Wild Shape

Starting at 2nd level, you can use your bonus action to magickally assume the shape of an Avion, Beast, or Ichthian that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your Geomancer level determines the creatures you can transform into, as shown in the Wild Shape table. At 2nd level, for example, you can transform into any Avion, Beast, or Ichthian that has a challenge rating (CR) of 1/4 or lower that doesn't have a flying or swimming speed.

Wild Shape Table

Level CR Limitations Examples
2nd 1/2 No flying or swimming speed Spider, Wolf
4th 1 No flying speed Bear, Chocobo, Speartongue
8th 2 Garuda-Egi, Giant Eagle
12th 3 Giant Scorpion, Gurangatch Child, Killer Whale
16th 5 Giant Crocodile, Giant Shark

You can stay in a wild shape for a number of hours equal to half your Geomancer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall Unconscious, drop to 0 HP, or die.

While you are transformed, the following rules apply:

Wild Companion

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a Fey instead of a Beast, and the familiar disappears after a number of hours equal to half your Geomancer level.

Natural Recovery

Starting at 2nd level, you can regain some of your magickal energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Geomancer level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level Geomancer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Ability Score Improvement

At Levels 4, 8, 12, 16, and 19, 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 skill.

You can forgo taking this feature to take a Feat of your choice instead.

Geomancy

Beginning at 6th Level, you gain the ability to channel the natural energy of the terrain and weather around you to cast the following specialised Geomancer spells (which are always considered to be prepared for you), based on your choices for your Favoured Terrain. Whenever you cast a Geomancy spell, you cannot cast one again until you complete a long rest. If you are in the corresponding weather or terrain for a particular Geomancy spell, you can choose to cast the spell, ignoring the restriction on how many times you can use this feature, and its spell level is increased by 1 (e.g. if you cast the spell at 4th Level, it would be cast at 5th Level).

Geomantic Art Weather Terrain
Whiteout Snowing, hailing, really cold temperatures Arctic areas, glaciers, icy tundras
Torrent Raining Coastal, areas near to large bodies of water (rivers, lakes, etc.)
Tremor Sandstorm Deserts, lots of bare earth
Ivyrush Forests, bushland
Surge Raining, overcast, thunderstorms Mountains, high altitude locations
Windburst Strong winds Plains, wide open expanses
Inferno Strong sunlight, really hot temperatures Wastelands, volcanic areas

Elemental Shape

From Level 10 onwards, you can expend two uses of Wild Shape at the same time to transform into one of the following. Your choice is limited by your chosen favoured terrain.

  • Arctic: Ice Elemental
  • Coastal: Water Elemental
  • Deserts: Earth Elemental
  • Forests: Forest Elemental
  • Mountains: Storm Elemental
  • Plains: Air Elemental
  • Wastelands: Fire Elemental

Terraforming

From Level 14 onwards, you have gained the ability to temporarily terraform the terrain around you in a large area.

As an action, you can terraform the region in a 100m radius centred on your location for 10 minutes. You are considered to be concentrating on this skill when you use it (but it doesn't count towards your concentration limit). You can only have one instance of this skill active at a time. You can terraform the terrain one step beyond the original terrain, as shown below, as long as the original terrain or the destination terrain is one of your favoured terrain.

When using this skill or after losing concentration on this skill, it takes 1 round for the effects to be created or subside.

You can use this skill twice every short or long rest, and the DM has the final interpretation on how the terrain changes as a result of this skill.

Terraforming Circle

Timeless Body

Starting at 18th level, the primal magick that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Terrain Mastery

At 18th Level, your connection with the terrain around you has boosted your magickal capabilities. The following weather or terrain will boost the indicated elemental damage from your Geomancer spells. Whenever you cast a spell boosted in this way, it is considered to be cast at a spell level that is one higher than the one you cast, and you may choose to reroll any 1s and 2s on the damage dice, and must use the new result. Furthermore, the boosted spell ignores the the damage resistance of any creature that is damaged by that spell (i.e. Absorption, Immunity, Resistance).

Element Weather Terrain
Ice Snowing, hailing, really cold temperatures Arctic areas, glaciers, icy tundras
Water Raining Coastal, areas near to large bodies of water (rivers, lakes, etc.)
Earth Sandstorm Deserts, lots of bare earth
Any Nature spell Forests, bushland
Lightning Raining, overcast, thunderstorms Mountains, high altitude locations
Wind Strong winds Plains, wide open expanses
Fire Strong sunlight, really hot temperatures Wastelands, volcanic areas

Shapeshifter

At 20th level, your mastery with shapeshifting has granted you the ability to use your Wild Shape into an Avion, Beast, or Ichthian an unlimited number of times. Further, Elemental Shape now expends one use of Wild Shape instead of two.

Additionally, you can cast your Geomancer spells while you are in a Wild Shape or Elemental Shape form, ignoring the verbal (V) and somatic (S) components of those spells.