Geomancer B

by The Smithy

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Ranger

Geomancer

Geomancers draw power from the land itself, using their connection to the terrain to enhance their spells and abilities. They can shape the very lands, and the lands in turn shape them, raising them as fierce masters of spell and blade

Geomancers can become so connected to the natural world that their physiology alters, through a phenomenon known as "drift". Drift can manifest physically in a variety of ways, some of which are suggested below.

1d6 Drift effect
1 Downy fur and leopard spots appear on your body
2 You grow a cat's tail.
3 You sprout feathers.
4 Your hair becomes a tangle of short vines.
5 Your skin turns green and scaly.
6 Your touch causes flowers to wilt.
Geomancer Features
Ranger Level Feature
3rd Geomancer Magic, Geomancy,
Improved Spellcasting
7th Natural Barricade, Leyline Walker
11th Terraform
15th Adaptive Armor

Geomancy

At 3rd level, as long as you are outdoors, you can cast any ranger spell you know as a ritual if the spell has the ritual tag.

Geomancer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Geomancer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Geomancer Spells
Ranger Level Spell
3rd entangle
4th alter self
7th meld into stone
10th fabricate
13th awaken

Improved Spellcasting

You gain spell slots and learned spells more quickly than an ordinary ranger, as shown in the table below.

Geomancer Spellcasting
Ranger Level Spells Known 1st 2nd 3rd 4th 5th 6th 7th
3rd 4 3 –– –– –– ––
4th 5 4 2 –– –– –– –– ––
5th 6 4 3 –– –– –– –– ––
6th 7 4 3 –– –– –– –– ––
7th 8 4 3 2 –– –– –– ––
8th 9 4 3 3 –– –– –– ––
9th 10 4 3 3 –– –– –– ––
10th 11 4 3 3 1 –– –– ––
11th 12 4 3 3 2 –– –– ––
12th 12 4 3 3 2 –– –– ––
13th 13 4 3 3 3 1 –– ––
14th 14 4 3 3 3 2 –– ––
15th 14 4 3 3 3 2 –– ––
16th 15 4 3 3 3 2 1 ––
17th 15 4 3 3 3 2 1 ––
18th 15 4 3 3 3 2 1 ––
19th 16 4 3 3 3 2 1 1
20th 16 4 3 3 3 2 1 1

The following spells of 6th and 7th level are also added to the Ranger spell list for you. You can learn these spells once they are of a level for which you have spell slots.

6th Level

  • Blade Barrier (evocation)
  • Conjure Fey (conjuration)
  • Find The Path (divination)
  • Guards and Wards (abjuration)
  • Move Earth (transmutation)
  • Primordial Ward (abjuration) (XGtE)
  • Tenser's Transformation (transmutation) (XGtE)
  • Transport Via Plants (conjuration)
  • True Seeing (divination)
  • Wall of Thorns (conjuration)
7th Level

  • Etherealness (transmutation)
  • Mirage Arcane (illusion)
  • Plane Shift (conjuration)
  • Regenerate (transmutation)
  • Reverse Gravity (transmutation)

Natural Barricade

Beginning at 7th level, when a creature that you can see within 30 feet of you is hit with an attack, you can use your reaction to conjure a rock, tree, or other natural object into existence in unoccupied space within 10 feet of the target. The object must be no larger than a 5 foot diameter, 10 foot tall cylinder. The object partially blocks the path of the melee or ranged attack, and grants the target three-quarters cover from the attack, potentially causing it to miss.

Objects created by this feature are visibly magical, can't be dispelled, and crumble back into the ground after 1 minute.

You have a number of uses of this feature equal to your Wisdom modifier, and you regain any expended uses when you finish a long rest.

Leyline Walker

Beginning at 7th level, you are able to interpret leylines, using these buried seams of magic to navigate. You always know whether magic is present within 30 feet of you, and you can use your action to magically learn the direction of true north.

Terraform

Beginning at 11th level, you gain the ability to alter the surrounding area at will. You can choose to emit an aura that enchants the ground and all natural objects such as rocks and plants within a 30-foot radius centered on you, granting them a vivid, bright appearance. Additionally, your aura grants one of the following effects. You can change your choice of effect as a bonus action.

Earth Glide: All difficult terrain affected by this aura is treated as normal terrain. Your movement increases by 10 feet, and doesn't provoke opportunity attacks.

Rugged Ground: Normal terrain affected by this aura is treated as nonmagical difficult terrain. At the end of your turn, if you haven't moved, you gain a 1d4 bonus to attack rolls and damage rolls until the start of your next turn.

Adaptive Armor

Beginning at 15th level, geomantic drift makes your skin constantly shift and adapt to incoming damage. Immediately after you take damage of a certain type, you can use your reaction to gain resistance to damage of that type until the end of your next turn.

 

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