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 Dice | 1d8 per level |
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HP at Level 1 | 8 + CON modifier |
HP at higher levels | 1d8 (or 4) + CON modifier per level |
Armour | Light armour, medium armour, shields (Geomancers will not wear armour or use shields made of metal) |
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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 |
Spell slots per spell level | ||||||||||||
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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 |
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.
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.
From Level 1 onwards, by drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
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.
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.
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.
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
You can cast a Geomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a nature focus, as a spellcasting focus for your Geomancer spells.
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:
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.
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.
Level | CR | Limitations | Examples |
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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:
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.
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.
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.
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 |
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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 |
Level | 3rd Level | Casting Time | 1 action | Range | 40m |
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AoE | Sphere (12m radius) | Duration | Concentration, up to 1 minute | ||
School | Aqua | Components | V, S |
You use your connection with the terrain around you to call forth a snowstorm that ravages an area.
The snowstorm is a 12m radius Sphere, centred on a point within 40m. The snowstorm spreads around corners. The area covered by the snowstorm is considered to be Difficult Terrain because of the moderate winds (30 kmh-1) and the falling snow. Furthermore, the area is Heavily Obscured.
When a creature begins its turn within the area, or when it enters the area for the first time on a turn, it must make a CON saving throw, taking 3d10 ICE damage on a failed save, and half damage on a successful save.
At Higher Levels. The ICE damage increases by 1d10 for each spell level increase. From 6th Level onwards, you can use a bonus action on your turn to move the snowstorm 4m.
Level | 3rd Level | Casting Time | 1 action | Range | 40m |
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AoE | Multi (5×), Cube (2m) | Duration | Concentration, up to 1 minute | ||
School | Aqua | Components | V, S |
You use your connection with the terrain around you to manipulate a body of water to call forth a rushing stream.
When you cast this spell and as an action on subsequent turns while this spell is active, you can cause a rush of water to come in a long stream from a point originating within 40m of you. You can shape the stream in any way you choose so long as it makes one continuous path – the area of effect can be represented by five contiguous 2m-cubes. All creatures within that Line must make a STR saving throw. On a failed save, they take 3d10 WATER damage and are pushed 4m in the direction of the stream. On a successful save, they take half damage.
At Higher Levels. The WATER damage increases by 1d10 for each spell level increase. From 6th Level onwards, the area of effect increases to ten contiguous 2m-cubes.
Level | 3rd Level | Casting Time | 1 action | Range | Self |
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AoE | Multi (10×), Square (4m) | Duration | 1 round | ||
School | Primal | Components | V, S |
You use your connection with the terrain around you to create and carefully manipulate a tremor in the earth.
Position 10 consecutive 4m-sized squares, originating from you and with at least one edge of each square adjacent to another square. A tremor rips through the ground on those squares.
All creatures in contact with the ground on those squares must make a DEX saving throw, taking 4d12 EARTH damage and being knocked
During your next turn, you can cause the tremor to intensify immensely as a bonus action, creating a 1m wide, 6m deep fissure along the centre of the squares. Creatures in the affected area must make a DEX saving throw. On a failed save, they plummet into the fissure, and on a successful save, they choose which side of the fissure they end up.
At Higher Levels. The EARTH damage increases by 1d12 for each spell level increase. From 6th Level onwards, you can create the fissure on the same turn that you cast the spell, as part of the same action. Those who failed the initial saving throw automatically fail the second.
Level | 3rd Level | Casting Time | 1 action | Range | 50m |
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AoE | Square (8m) | Duration | Concentration, up to 1 minute | ||
School | Nature | Components | V, S |
You use your connection with the terrain around you to summon the fury of nature.
Grasping weeds and vines sprout from the ground in an 8m Square starting from a point within 50m. For the duration, these plants turn the ground in the area into Difficult Terrain.
A creature in the area when you cast the spell must make a STR saving throw. On a failed save, it takes 4d12 SLASH damage as the plants lash out, and be knocked
A creature restrained by the plants or another creature within 2m can use its action to make a STR check against your spell save DC. On a success, the restrained creature is freed.
When the spell ends, the conjured plants wilt away.
At Higher Levels. The SLASH damage increases by 1d12 for each spell level increase. From 6th Level onwards, this spell no longer requires concentration.
Level | 3rd Level | Casting Time | 1 action | Range | 20m |
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AoE | Single | Duration | Concentration, up to 10 minutes | ||
School | Storm | Components | V, S |
You use your connection with the terrain around you to summon a bolt of lightning that empowers a weapon that you can see within 20m with crackling energy.
While a creature is wielding the energised weapon, it increases its resistance stage to LIGHTNING damage by 1, its speed increases by 4m, and it gains a Flying speed equal to half of its speed. Furthermore, the weapon deals an extra 3 LIGHTNING damage on hit and yields dim light in a 2m radius.
As a bonus action on your turn, you can dismiss the spell and cause the weapon to release a discharge of electrical energy. Select up to 3 creatures within 20m of the weapon, who must succeed on a DEX saving throw or take 4d10 LIGHTNING damage.
When this spell ends, if the creature wielding the weapon is flying, it falls safely at a speed of 20m per round for 1 minute, unless it can remain aloft.
At Higher Levels. The weapon deals an extra 1 LIGHTNING damage, and the speed bonus increases by 4m for every 2nd spell level increase (i.e. at 5th, 7th, and 9th Level), and the discharge deals an extra 1d10 LIGHTNING damage for every spell level increase. From 6th Level onwards, this spell does not require concentration.
Level | 3rd Level | Casting Time | 1 action | Range | 50m |
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AoE | Cylinder (6m radius, 10m high) | Duration | Instantaneous | ||
School | Storm | Components | V, S |
You use your connection with the terrain around you to summon a high-pressure upward burst of wind.
Target an area within 50m, from which high-pressure winds blow upwards in a 6m radius, 10m high Cylinder. All grounded creatures within the area must make a DEX saving throw | Fail: They take 5d12 WIND damage and are blown 6m upwards into the air. | Success: They take half damage. If there is a fixed object they can reach, they can also avoid being blown upwards. If not, they are still blown upwards.
All airborne creatures within the area must instead make a STR saving throw | Fail: They take 5d12 WIND damage, are blown 6m upwards, and then knocked
Creatures of size Huge and larger are not blown 6m upwards by this spell.
At Higher Levels. The WIND damage increases by 1d12 for each spell level increase. From 6th Level onwards, the radius of the Cylinder becomes 10m.
Level | 3rd Level | Casting Time | 1 action | Range | 50m |
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AoE | Single | Duration | Concentration, up to 1 minute | ||
School | Primal | Components | V |
You use your connection with the terrain around you to surround a creature in intense flames.
A creature you can see within 50m must make a DEX save. On a failed save, it takes 6d10 FIRE damage, and half damage on a successful save. Also, on a failed save, the target is wreathed in fire. It sheds bright light in a 10m radius and dim light for an additional 10m. At the end of its turns, it repeats the save. It takes 3d10 FIRE damage on a failed save, and ends the spell on a success. The flames can't be extinguished by non-magickal means.
If this spell kills the target, it's turned to ash.
At Higher Levels. The initial and subsequent FIRE damage increases by 1d10 for every spell level increase. From 6th Level onwards, this spell no longer requires concentration.
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.
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.
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.
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 |
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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 |
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.