Sorcerous Origin: Geomancy

by GouyokunoGreed

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Sorcerous Origin: Geomancy

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The following option is available to you when making that choice.

Geomancy

Some creatures are born with a strong connection to the Weave that makes them capable of commanding both arcane and divine magic. When these creatures delve deeper into that connection, they become geomancers, able to channel magical energy from various sources through the earth itself. A geomancer may research like a wizard, pray like a cleric, or sing like a bard, but they cast spells in their own way.

Geomancers are able to connect with the land itself through ley lines, enhancing their bodies and their magic with the power of nature coupled with their own strenght of will. As the geomancer progresses, however, the effort of gathering magic through the earth takes a physical toll on them, making them more and more like the land and its creatures.

Geomancy features
Sorcerer Level Features
1st Drifts, Power of the Earth, Geomancer Magic
6th Ley Lines
14th Earth Path
18th Master of Nature

Drifts

1st-level Geomancy feature

The magic of the earth causes changes in your body, bringing you closer to the creatures of nature. Starting at 1st level, your body undergoes drifts, gradual devolutions into some other natural form that grant you attributes of beasts, plants, and other creatures over time. The drift options are detailed under "Drift Options" below.

The drifts are divided into stages, going from stages 1 through 4. You undergo two stage 1 drifts at 1st level, and then undergo additional drifts as you level up, as described in the Geomancer Drifts table.

Geomancer Drifts
Sorcerer Level Number of Drifts Maximum Drift Stage
1st 2 1
6th 3 2
14th 4 3
18th 5 4

To acquire a higher stage drift, you need to have at least 1 drift from the previous stage. For example, a stage 3 drift can


can only be obtained after acquiring at least one stage 2 drift. However, whenever you wish, it is possible to choose drifts of stages below the maximum. For example, a character with two stage 1 drifts can choose a third one from the same stage instead of a stage 2 drift when they reach 6th level.

Power of the Earth

1st-level Geomancy feature

Your ability to channel the magic of the earth through your body gives you an innate knowledge of how magic works. You gain proficiency in one of the following skills of your choice, and then you choose another one at 6th and 14th level: Arcana, Nature, or Religion.

Additionally, you are well versed in the different ways of channeling magic. You can use an arcane focus, a druidic focus, a musical instrument, or a holy symbol as a spellcasting focus for your sorcerer spells.

Geomancer Magic

1st-level Geomancy feature

You learn additional spells when you reach certain levels in this class, as shown on the Geomancer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the cleric or druid spell list.

Geomancer Spells
Sorcerer Level Spells
1st entangle, guiding bolt
3rd moonbeam, spiritual weapon
5th call lightning, spirit guardians
7th giant insect, guardian of faith
9th flame strike, maelstrom

Ley Lines

6th-level Geomancy feature

You can perform a special ritual that connects you with the leylines that exist under the ground. To perform this ceremony, you must remain motionless for one minute, and at the end of the ceremony, you connect to a 60-foot radius of space, centered on the origin point of your ceremony, until your next long rest. You can choose to remain motionless for longer periods of time, which increases the radius of the spacial connection: ten minutes for a 600-foot radius, or one hour for a 3600-foot radius.

While you are in the connected area, you receive the following benefits:

  • You can cast detect magic at will, with an area of effect limited to the area to which you are connected.
  • You have advantage on Constitution saving throws made to maintain concentration on a spell.
  • When you cast a spell that deals damage to a creature, you can add your Charisma modifier to one damage roll of that spell.

Once you perform this ritual, you can't do so again until you finish a long rest, unless you spend 2 sorcery points to use this feature again. This ends your previous connection.

Earth Path

14th-level Geomancy feature

You can use your connection to the leylines to move quickly across the battlefield, seeming to sink into the earth and reappear elsewhere on the ground. As a bonus action, while you are within an area of natural soil that you are connected to via your Ley Lines feature, you can spend 3 sorcery points to teleport up to 30 feet to another point on the ground within the connected area.

Master of Nature

18th-level Geomancy feature

Your connection to the earth allows you to assume the forms of the creatures that live on it. You can cast True Polymorph on yourself, without spending a spell slot and without material components. You can only choose to transform yourself into another creature, and you keep your alignment and your Intelligence, Wisdom, and Charisma ability scores in the new form.

When you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Once you cast the spell in this way, you can't do it again until you finish a long rest.

Drift Options

The following are the options for your Drifts feature, organized according to their stage.

Stage 1

    Fast Legs. Your legs resemble those of an elk or leopard. Your walking speed increases by 10 feet.

Graceful Body. You gain the dexterity of a feline. You have advantage on Dexterity (Acrobatics) checks, and you have resistance to fall damage.

Night Eyes. Your eyes adapt to the darkness. You gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Prehensile Tail. You grow a prehensile tail. It has a range of 10 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull a object or a creature, and open or close a door or container. Your DM might allow other simple tasks to be added to that list of options. Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Sap Blood. Your blood flows like tree sap. When you roll a 1 on a hit die that you spend at the end of a short rest, you can roll the die again, and use the new result.

Sticky Soles. The soles of your feet become sticky. You gain a climbing speed of 20 feet.

Thick Coat. Thick hairs cover your body. You are immune to the effects of extreme cold.

Water Reserves. A camel hump grows on your back. You can survive up to 5 days without drinking water.

Stage 2

    Color Change. Your skin can change color to blend in with your surroundings. You gain proficiency in the Stealth skill. As an action, you can change the color of your skin, gaining advantage on Dexterity (Stealth) checks. You can remain transformed in this way for a number of rounds equal to your Charisma modifier. You can't use this feature again until you finish a short or long rest.

Dense Muscles. Your muscles become as strong as those of a bear or gorilla. You gain proficiency in the Athletics skill. If you already have this proficiency, your proficiency bonus is doubled for any ability check you make with it. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Fruits. Edible fruits grow in your body while you rest. At the end of a long rest, you cast goodberry, without spending a spell slot. When you cast the spell in this way, you can choose to create the 10 normal fruits of the spell, or choose to create 1 special fruit. If a creature eats a special fruit, they are affected by the effects of the lesser restoration spell, instead of regaining hit points.

Gills. You develop fish gills. You get a swimming speed of 20 feet, and you can breathe both water and air.

Keen Smell. You get an improved sense of smell. You have advantage on Wisdom (Perception) checks that involve smell.

Photosynthesis. Leaves grow through your body and hair. You can survive without food if you spend at least 1 hour a day in direct sunlight. You still need to drink water normally.

Predatory Aspect. Your face takes on the bestial features of a predator. You gain proficiency in the Intimidation skill. If you already have this proficiency, your proficiency bonus is doubled for any ability check you make with it.

Steadfast Posture. Your feet can remain steadfast on the ground, like those of a goat. You have advantage in Strength and Dexterity saving throws against effects that could knock you prone or move you against your will.

Stage 3

    Alpha Instincts. You gain the courage and leadership abilities of a pack's alpha. You are immune to the frightened condition.

In addition, as a bonus action, you can let out a roar of inspiration. Any number of creatures of your choice up to 30 feet away from you that can hear you gains temporary hit points equal to your sorcerer level + your Charisma modifier. You can't use this feature again until you finish a short or long rest.

Feral Tenacity. You become tough as a boar. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Fey Beauty. You become as beautiful as the dryads. You gain proficiency in the Persuasion skill. If you already have this proficiency, your proficiency bonus is doubled for any ability check you make with it.

Fey Grace. You become agile like a pixie. You gain proficiency in Dexterity saving throws.

Keen Hearing. Your ears transform into animal ears, increasing your hearing's precision. You have advantage on

Wisdom (Perception) checks that depend on hearing.

Reptilian Regeneration. Your body can recover from injuries more easily. If you concentrate for 1 minute (as if you were concentrating on a spell), you can spend any number of hit dice and roll them, earning hit points equal to the result. You can't use this feature again until you finish a long rest.

In addition, if you lose any limb or body part, that part is regenerated at the end of a long rest. Once you use this feature, you can't use it again until 10 days have passed.

Seismic Sense. You can feel the vibrations of the earth, like an earthworm. You gain tremorsense with a range of 30 feet.

Wings. Bird, bat, or insect wings appear on your back. You gain a flying speed of 30 feet. To use this speed, you can't be wearing heavy armor. You can't wear armor that is not made to accommodate your wings.

Stage 4

    Breath Weapon. You get a breath weapon like those of dragons. Choose a type of damage: acid, cold, fire, lightning, or poison. This will be your breath weapon's damage type.

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of draconic energy in either a 20-foot cone or 30-foot line that is 5 feet wide (your choice). Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 4d10 damage of the chosen type on a failure, or half as much damage on a success.

You can use this feature a number of times equal to your Charisma modifier, and you regain all spent uses after finishing a long rest. While you have no uses available, you can spend 4 sorcery points to use this feature again.

Echolocation. You gain echolocation, like dolphins and bats. As long as you are able to hear, you gain blindsight with a range of 30 feet.

Flyby. Your body is able to move through the air in ways that make you safe from attack. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Keen Sight. Your eyes become as efficient as those of birds of prey. You have advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics. Your mind develops behavior patterns like those of animals that hunt in packs. As a bonus action, you can take advantage of the presence of your allies. You gain an advantage on the next attack roll you make this turn against a creature if at least one of your allies is within 5 feet of the creature and the ally can observe the creature and is able to take the Attack action.

Potent Toxin. Your touch is able to secrete a powerful toxin. You gain a special melee spell attack. If you hit with it, you can force the target to make a Constitution saving throw against your spell save DC. If the creature fails the save, it takes 3d10 acid damage and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself in a success. If the creature succeeds on the save, the creature takes half damage and is not paralyzed.

Once you use this feature, you will not be able to do it again until you finish a short or long rest, unless you spend 4 sorcery points to use it again.

Tree Skin. Your skin becomes tough like the bark of a tree. You get a +2 bonus to your AC.

Unicorn Horn. You grow a unicorn horn on your forehead. You have advantage on saving throws against spells and other magical effects.

In addition, your horn is a natural weapon, which you can use to make unarmed strikes. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you can use your Charisma modifier, instead of Strength or Dexterity, on the attack and damage rolls with it.

If you hit with it, you deal piercing damage equal to 1d8 + your Charisma modifier, instead of the normal bludgeoning damage for an unarmed strike. If you already have horns, the damage dice for the attack become 2d8.

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