Geomancer

In a world where the populace still believes that the only elements are Earth, Air, Wind and Fire, Geomancers are those few who have studied the natural environment so closely that they have identified individual elements... then focus on their

favorite periodic element to exploit in a way that boggles the mind of their opponents. Weaving elemental prowess in between physical attacks, Geomancers have a specialized blend of combat that confounds and confuses their opponents.



The Geomancer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Geomancer Archetype Feature
2nd +2 Spellcasting 2 2 2
3rd +2 Geomancer Archetype Feature 2 3 3
4th +2 Ability Score Improvement 2 3 3
5th +3 War Magic 3 4 4 2
6th +3 Ability Score Improvement 3 4 4 2
7th +3 Geomancer Archetype Feature 3 5 4 3
8th +3 Extra Attack 3 5 4 3
9th +4 Ability Score Improvement 4 6 4 3 2
10th +4 Additional Fighting Style 4 6 4 3 2
11th +4 Geomancer Archetype Feature 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 Improved Critical 5 8 4 3 3 1
14th +5 Ability Score Improvement 5 8 4 3 3 1
15th +5 Geomancer Archetype Feature 5 9 4 3 3 2
16th +5 Ability Score Improvement 5 9 4 3 3 2
17th +6 Extra Attack (x2) 6 10 4 3 3 3 1
18th +6 Expanded War Magic 6 10 4 3 3 3 1
19th +6 Ability Score Improvement 6 11 4 3 3 3 2
20th +6 Flurry of War Magic 6 11 4 3 3 3 2

Basic Features:

Hit Points Hit Dice: 1d10 per geomancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapon: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Intelligence

Skills: Choose three from Arcana, Athletics, Insight, Investigation, Nature, Perception, Slight of Hand, and Survival

Equipment
(a) scalemail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
20 darts

Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp

Obscure Elemental Mastery

Starting at 1st level, you gain the ability to show mastery over an obscure element. You gain additional features from your mastery of the obscure element at levels 3, 7, 10, and 14

Fighting Style

At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once.

  • Defense: You gain +1 armor class while wearing armor.
  • Precise: You gain +1 to attack rolls.
  • Deadshot: Weapons with the Thrown property can be drawn like ammunition. Ranges are increased by 50% for thrown and ranged weapons
  • Microcasting: When you cast a cantrip that damages a creature, add your Intelligence modifier to the damage it deals on hit
  • Brutal: Your damage rolls deal an additional 2 damage.
  • Shield Master: Allies within 5 feet of you benefit from your shield bonus to their armor class. Your shield can be used as a weapon with a 1d4 damage die
  • Mariner: As long as you’re not wearing heavy armor, you gain a climbing and swimming speed equal to your walking speed, and gain +1 AC.
  • Impactful: When you roll a 1 or 2 on a damage die for an attack roll, you can reroll the die. You must use the new roll.

Spellcasting

By the time you reach 2nd level, you have learned to cast spells.

Cantrips

You know two cantrips of your choice from the Geomancer Spells list. You learn additional 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 spellslots when you finish a short or long rest.
You prepare the list of spells that are available for you to cast, choosing from the Geomancer Spells list. When you do so, choose a number of spells equal to your Intelligence modifier + Geomancer level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finish a long rest.

Spellcasting Focus

You can use arcane focus as a spellcasting focus for yourspells.



Spellcasting Ability

Intelligence is your spellcasting ability for your Geomancer spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.In addition, you use your Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ability Score Improvement

When you reach 4th level, and again at 6th, 9th, 12th, 14th,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.

War Magic

Starting at 5th level, when use your action to cast a cantrip, you may make a weapon or unarmed attack as a bonus action.

Extra Attack

Starting at 8th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach level 17 in this class.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature

Improved Critical

At 13th level, your attacks score a critical hit on a roll of 19 or 20 (includes weapon, unarmed, and spell attacks)

Expanded War Magic

At 18th level, when use your action to cast a cantrip, you may make 2 weapon or unarmed attacks as a bonus action

Flurry of War Magic

At 20th level, when use your action to cast a spell, you may make 2 weapon or unarmed attacks as a bonus action

Geomancer Masteries

The Geomancer is an elementalist that focuses on a single element of the periodic table.

Quicksilver

Quicksilver Geomancers are those who have focused their mastery on the curious metal of mercury, a metal renowned for it's liquid state.

Quick Strikes

At 1st level, you can roll a die equal to twice your prof modifier in place of the normal damage of your unarmed strike. (At +2 proficiency, your unarmed strike damage die would be a d4, +3 would be d6, and so on).

Quicksilver Coating

At 3rd level, you can coat your body in quicksilver as a bonus action. This gives you the following benefits:

  • Your unarmed attacks can deal your choice of poison or acid damage, instead of bludgeoning. When you use the Attack action, you can make one unarmed strike as a bonus action.
  • Your movement speed increases by 10 ft
  • When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
  • You can take the Disengage action as a bonus action on your turn

The coating lasts for 1 minute. It ends early if you are knocked Unconscious or on your turn as a bonus action. You can summon the quicksilver coating a number of times equal to your half your Geomancer level, rounded down (minimum 2) per long rest.

Silvered Weapons

At 7th level, when you use your quicksilver coating feature, your weapons, armor, and ammunition are coated as well for the rest of the day, coating them in silver, giving them a mirror sheen and allowing you to choose a damage type when using these weapons. Your unarmed strikes and weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage while coated in quicksilver. Your AC is increased by 1 against ray spells.

Mercurial Stance

Starting at 11th level, when you use a reaction, you may make second reaction to make a weapon attack to a creature within range. You can use this feature a number of times equal to your Intelligence Modifier (minimum of once) per long rest.

In addition, during the duration of your quicksilver coating feature, you gain immunity to the poisoned condition, have advantage on any spells or abilities that impose the restrained the condition, and gain the ability to dash as a bonus action.

Improved Mirror Sheen

At 15th level, when you are wielding a silvered weapon with which you are proficient and another creature hits you with a melee or ranged spell attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you. If it doesn't miss you, you regain the use of this feature. If it does miss you, you can choose to reflect that spell back to the original caster or another target within the original spell's range. You can regain the use of this feature after a short or long rest.

Aurum

Gold is a an element that is rare enough to be a near-universally understood currency on the material planes. A search for techniques and secrets to turn mundane objects into gold is the most common search for alchemist across the planes. Aurum Geomancers have not only discovered this, but have

Glint

At 1st level, you can use a reaction to touch a handful of pebbles, ball bearings, or coins to make them appear to be a handful of gold pieces and gems, then throw the items towards a creature within 30 ft. When you do so, any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must fall prone to try to collect the apparent wealth, losing the attack or spell. You regain the use of this feature at the next short or long rest.

Golden Tablet

At 3rd level, you discover a golden tablet containing ancient secrets. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the tablet is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known.

If they don't appear on the geomancer spell list, they are nonetheless Geomancer spells for you. The tablet disappears if it is more than 5 feet away from you for 1 minute or more, and you can use your action to summon it into your empty hand.

Blood Money

At 7th level, as a bonus action before casting a spell, you can cut your hand that causes you to take 1d6 points of slashing damage. When you cast another spell as your action, your blood transforms into one material component of your choice required by that second spell. Components worth more than 1 gp can be created, up to value of 500 gp, but doing so reduces your Constitution modifier by 1 until you finish a long rest.

Golden Wish

At 11th level, your golden tablet transforms into your choice of uncommon or rare magic item. In addition to the qualities of the chosen magic item, it acts as your golden tablet.

Aurification

At 15th level, you can use your action to touch an object or creature that has a body made of flesh. If it's a creature, it must make a Constitution save. Objects automatically fail. On a successful save, it isn't affected, and you regain the use of this feature. On a failed save, the creature is restrained as its flesh begins to harden and turn to gold.


Credit: Gary Ruddell

If restrained, the creature must make a Constitution save at the end of its turns. If it successfully saves three times, the effect ends. If it fails three times, it is turned to gold and has the aurified condition for the duration. You regain the use of this feature after a long rest

If the effect is not broken or removed within 1 minute, the object or creature is turned to gold until the effect is removed.


Graphene

Graphene Transmutation

At 1st level, at the end of a long rest, touch one object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object's weight decreases to a quarter of it's normal weight, and +1 bonus to AC, if it's armor, or a +1 bonus to attack and damage rolls if it's a weapon. You become proficient in the touched weapon or suit of armor for the duration. This benefit extends to any weapon or armor created with your hammerspace feature.

Once you use this feature, you can't use it again until you finish a long rest.

Hammerspace

Starting at 3rd level, you can use a special ritual to bond a suit of armor or weapon into an extra-dimensional space. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon or armor into the extra-dimensional space. You can't affect an artifact or a sentient object in this way. The ritual holding your weapon or armor breaks if you die or if you perform the 1-hour ritual on a different weapon or suit. The weapon or suit of armor appears at your feet if it is in the extra-dimensional space when the bond breaks.

You can use your action to summon the suit of armor around you, or summon the weapon in your empty hand. You are proficient with it while you wield or wear it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your weapon or armor disappears if it is more than 5 feet away from you for 1 minute or more.

Rapid Prototyping

At 7th level, you can transmute 5 bags of ball bearings into nano-sized graphene sand over a short rest.

As an action, you can transform the graphene sand an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.

This object can be no larger than 6 feet on a side and weigh no more than 60 pounds, and its form must be that of a nonmagical object that you have seen. As a bonus action, you can return the sand to your hand, a pouch or bag.

In addition, the object disappears after 1 hour, when you create more graphene sand, or if the object takes or deals any damage.

Improved Hammerspace

At 11th level, you can expand your hammerspace feature to include two different weapons as well as a single suit of armor. You can, as an action, summon or shunt any combination of the weapons or armor. In addition, if you choose a weapon with the ammunition quality, you can also shunt up to 40 pieces of the ammunition into the extra-dimensional space. Each time you make an attack, the ammunition you used is replaced, and the loading quality is ignored.

Conductive Transparency

At 15th level, while wearing the suit of armor bonded with your hammerspace feature, you may cast Absorb Elements at-will as a 3rd level spell, without expanding a spell slot.

In addition, while wearing the suit of armor bonded with your hammer space feature, you may cast Invisibilty on yourself without expanding a spell slot.

Once you use each of these features, you regain the use of them after completing a short or long rest.

Ferrum

Neodymium Grip

At 1st level, over the course of a 1 hour, or short or long rest, you can bond up to two weapons and/or shields to you. Once bonded, you cannot be disarmed unless you are incapacitated. If the weapon or shield is within 100 ft of you, you can have those bonded weapons or shields fly to your hand (or your arm, if a shield) as a bonus action.
In addition, you gain the Shocking Grasp cantrip. It counts as a Geomancer spell for you. This cantrip doesn't count towards your number of cantrips known.

Magnetic Aura

At 3rd level, as a bonus action, you can channel an aura of magnetism of up to 10ft around you. This aura gives you the following benefits:

  • Whenever you or someone within your aura would be hit by an arrow, bolt or other missiles, you can use your reaction to deflect or catch that missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your Geomancer level.
  • You can use either attacks or the shocking grasp cantrip to knock a metal weapon or another metal item from a creature's grasp. Your attack roll is contested by the other creature's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the opposing creature drops the item and it slides 10ft in a direction of your choice.
  • You can cast Catapult and Cordon of Arrows, which act as Geomancer spells for you, but only for the duration and only ammunition & metal objects within your aura can be chosen, including missiles deflected by this aura.

The Aura lasts for 1 minute. It ends early if you are knocked Unconscious or on your turn as a bonus action. You can summon the aura a number of times equal to your half your Geomancer level, rounded down (minimum 2) per long rest.

Rust Aura

At 7th level, when you use your magnetic aura feature, you can create a Rust aura rather than a magnetic aura. When you do so, any nonmagical weapon made of metal that hits the you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage

Blast of Genius

At 11th level, choose two spells from any class, one of which must deal lightning damage. A spell you choose must be of a level you can cast, as shown on the Geomancer table. Spells you cast ignore resistance to lightning damage.

The chosen spells count as geomancer spells for you and are included in the number in the spells known column of the geomancer table.

Greater Ferrous Aura

At 15th level, your aura increases to 30 feet , and the effects within intensify in the following ways:

  • Rust Aura: Your melee and spell attacks corrode non-magical ferrous metal objects within your aura. If the object isn’t being worn or carried, a touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the your touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Aura feature.
  • Magnetic Aura: As a bonus action, you can telekinetically pick up or draw a metal weapon within the aura, and you can make that weapon move up to 20 feet then attack against a creature within range. The weapon also becomes magical if it isn't. You use your Intelligence modifier instead of Strength or Dexterity, and you can attack with the weapon as though you were proficient with it.
    As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within range.