Core Geomancer Traits
| Power Source | Primal |
| Role | Specialist |
| Primary Ability | Strength |
| Hit Point Die | d8 per geomancer level |
| Saving Throw Proficiencies | Strength, Wisdom |
| Skill Proficiencies | Elementalism, and choose 2: Athletics, Insight, Medicine, Nature, Perception, or Survival |
| Weapon Proficiencies | Simple weapons, battleaxes, greataxes, mauls, warhammers |
| Tool Proficiencies | Cartographer's Tools |
| Armor Training | Light armor |
| Starting Equipment | Choose A or B: (A) Greataxe, Sling, 20 Stones, Leather Armor, Cartographer's Tools, Explorer’s Pack, and 10 GP; or (B) 75 GP |
Geomancers are students of natural harmony and the land. Understanding it on a deep, intuitive level, they are able to channel the strength of the earth through themselves, bringing to bear the fury of the planet itself against those who would despoil and desecrate it. Their intimate knowledge of the world also makes it easier for them to traverse its many biomes and wonders: an accomplished geomancer is as comfortable standing in the midst of a blizzard as in the heart of an active volcano.
To suffer the strength of the earth flowing through you, one must be strong yourself, and so geomancers condition themselves in both body and spirit. To attain greater understanding of the world, they wander the wilds, seeking out peaceful glades and ash-strewn battlefields in equal measure, to deepen their knowledge of the planet they call home.
Voice of the Mountain
Geomancers cultivate strength as a reflection of the might of the world, and in so doing can serve as a conduit for its powers. Some may suspect that this training is intended as means to command the earth, that through physical might the geomancer might seek to bend the elements to her will: this is not so, and is in fact the opposite, for a geomancer weak of body cannot begin to withstand the primal energies that flow their her when she requests aid from the planet.
Geomancers vary wildly from deep-thinking philosophers to relatively "simple" folk, from dirty peasants to high-minded nobles. What connects them all is the voice of the world that thrums within their souls, a desire to understand the planet on which they dwell on a personal level – and a dedication to personal training, holding to regimens that ensure their bodies are always ready to handle channeling the power of the earth.
Places in the Pattern
Geomancers tend to be of one of two minds: either the sort who settle into one place in particular, be it from a sense of duty to protect a place of natural beauty or just mere preference; or those who wander the world, seeking out new experiences and new vistas, looking to enjoy everything the natural world has to offer them. Those who seek to become adventurers are, as a general rule, cut from the second cloth.
Adventuring geomancers often have a desire to leave their comfort zones. A sort of wanderlust is not uncommon among them: the question of what lies beyond the next hill is one often close in their thoughts, no matter where their journeys may take them. Some, however, may be in pursuit of unique sources of geomantic power: ancient volcanoes or desolate ruins may hold secrets the planet has long since hidden away, to be kept as a trump card in case of real danger...
Becoming a Geomancer ...
Quick Build
Strength should be your highest attribute, and which of your other ability scores you focus on will help inform what kind of geomancer you are, how you approach the world, and your overall role in an adventuring party.
Then, choose the hermit background.
As a Level 1 Character
- Gain all the traits in the Core Geomancer Traits table.
- Gain the geomancer's level 1 features, which are listed in the Geomancer table.
Geomancer Features
As a geomancer, you gain the following class features when you reach the specified geomancer levels. These features are listed in the Geomancer table.
Geomancy Geomancer 1
Where other benders reach deep into the metaphysical underpinnings of reality to access the elemental weaves of creation, you do not: instead, you call upon the land to assist you. While this limits your power to only what is immediately available, it has the feature of not disrupting the world: you can call upon these powers without end, for the endurance of the earth is all but infinite compared to that of the creatures that walk its surface.
Suites
You gain access to a group of powers, called a suite, dependent upon the terrain you are in. While it is certainly possible for a given location to be of multiple terrain types – a frozen cave might arguably be arctic and underground, for instance – you only have access to the most dominant of those terrains.
If a given location is a roughly even mix of two or even more terrains, you must select one upon entering that
The Geomancer
| Level | Proficiency Bonus |
Features | Power Level | Sample Uses |
Geomancy Bonus Dice |
|---|---|---|---|---|---|
| 1st | +2 | Geomancy, Adventurer Training, Elementalism | 0 | — | — |
| 2nd | +2 | Geomancer House, Acclimate | 1 | — | — |
| 3rd | +2 | Powerful Geomancy, Sample | 1 | 2 | — |
| 4th | +2 | Ability Score Improvement | 1 | 3 | — |
| 5th | +3 | Enhanced Geomancy | 2 | 3 | 1 |
| 6th | +3 | House Feature | 2 | 3 | 1 |
| 7th | +3 | Elemental Resilience | 2 | 3 | 1 |
| 8th | +3 | Ability Score Improvement | 2 | 3 | 1 |
| 9th | +4 | — | 3 | 3 | 1 |
| 10th | +4 | Counter Flood | 3 | 3 | 1 |
| 11th | +4 | Terrain Versatility | 3 | 3 | 2 |
| 12th | +4 | Ability Score Improvement | 3 | 3 | 2 |
| 13th | +5 | — | 3 | 4 | 2 |
| 14th | +5 | House Feature | 3 | 4 | 2 |
| 15th | +5 | Light Steps | 3 | 4 | 2 |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 2 |
| 17th | +6 | — | 4 | 4 | 3 |
| 18th | +6 | House Feature | 4 | 4 | 3 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 |
| 20th | +6 | Planet's Fury | 4 | 4 | 3 |
location; until you finish a short rest, the chosen suite is what you have access to while in that location, even if you leave and return again.
While in a terrain, you gain knowledge of all geomancy powers associated with that terrain, but you cannot use geomancy powers with the [gaia] descriptor (see "Gaia," below).
Gaia
At the start of each of your turns, you can choose to request aid from the planet. If you do, you cannot use your geomancy powers until the end of your turn: instead, roll
Geomancy Suites
arctic |
astral |
|---|---|
| celestial | coast |
| desert | forest |
| grassland | jungle |
| mountain | ocean |
| sky | subterrane |
| swamp | underwater |
| urban | volcanic |
1d6, and consult your current suite's geomancy power table, gaining the ability to use the geomancy power corresponding to the roll until the end of your turn. This is the only means by which you can use a geomancy power with the [gaia] descriptor.
Power Level
Your geomancy powers are considered to have a power level equal to the level shown in the Power Level column of the Geomancer table when interacting with powers and effects that take a power's level into consideration.
Bending Ability
Strength is your bending ability for your geomancy powers, as it is through physical might that you learn how to channel the powers the earth grants you. You use your Strength whenever an geomancy power refers to your bending ability. In addition, you use your Strength modifier when setting the saving throw DC for a geomancy power you bend and when making an attack roll with one.
Geomancy Save DC = 8 + your proficiency bonus + your Strength modifier
Geomancy Attack Modifier = your proficiency bonus + your Strength modifier
Adventurer Training Geomancer 1
The ability to call upon the world to assist you is inconsistent enough that you cannot entirely rely upon it in every situation. As such, you have expanded your studies, be it deepening your understanding of geomancy, or expanding into other skill sets.
Choose one of the following options.
Combat Drills
You gain proficiency with medium armor and shields.
You learn two exploits of your choice from the tech list. They count as techs for you, and Strength is your initiation ability for them. Whenever you gain a level in this class, you can replace one of these exploits with another exploit from the tech list.
Druid Schooling
You learn three gifts of your choice from the evocation list. They count as evocations for you, and Strength is your bending ability for them. Whenever you gain a level in this class, you can replace one of these gifts with another gift from the evocation list.
Geomantic Essentials
You gain your Sample feature at this level, rather than at 3rd level (see "Sample," below).
You have 1 use of the geomancy powers from your sample terrain. When you gain uses of your sample terrain's geomancy powers per the Sample Uses column of the Geomancer table, you add this additional use to that amount.
Primal Education
You gain expertise in Elementalism.
You gain proficiency in two skills or tools of your choice.
Elementalism Geomancer 1
Your connection to the elements affords you the ability to perform basic manipulations.
You know the elementalism cantrip, but as a primal gift rather than a spell.
Geomancer House Geomancer 2
Your understanding of the planet deepens in some fashion, allowing you to specialize in a particular aspect of geomantic thinking. Choose a house from the following list: Aikidoka, Elementalist, Endwalker, and Worldspeaker.
Your choice grants you features when you choose it at 2nd level and again at 6th, 14th, and 18th level.
Acclimate Geomancer 2
Your closeness to the many terrains of the world has made you familiar and comfortable with them – and gain a primeval sense of the world around you.
You gain the following benefits:
- You gain climb and swim speeds equal to your movement speed.
- You can exist comfortably in extreme heat and cold, between –50 and 140 degrees.
- You can breathe underwater.
- You ignore difficult terrain and detrimental effects caused by the environment or weather.
- You have advantage on Perception and Investigation checks made to detect the presence of secret doors.
- You have advantage on saving throws made to avoid or resist traps or environmental hazards.
- You have resistance to the damage dealt by traps and environmental hazards.
Powerful Geomancy Geomancer 3
Your attunement to the planet empowers the strength of the abilities you call from it.
You add your Strength modifier to damage rolls with geomancy powers.
Sample Geomancer 3
You have learned how to attune your soul to the land, allowing you to carry its power with you.
When you finish a short rest, you can designate your current terrain as your sample terrain.
You retain knowledge of and ability to use geomancy powers associated with your sample terrain. Unlike your normal geomancy powers, however, you are significantly more limited in their use: you can only use your sample
terrain's geomancy powers twice, and all geomancy powers from your sample terrain share these uses. You gain additional uses of your sample terrain geomancy powers as you gain levels, per the Sample Uses column of the Geomancer table.
You cannot use your Gaia feature on your sample terrain.
You refresh all uses of your sample terrain geomancy powers when you finish a short rest.
Ability Score
Improvement Geomancer 4, 8, 12, 16, 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 feature.
Martial Versatility. Whenever you reach a level in this class that grants you the Ability Score Improvement feature, if you have the Fighting Style feature, you can choose a new Fighting Style from that list.
Skill Proficiency. Whenever you reach a level in this class that grants you the Ability Score Improvement feature, you can also replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level.
Enhanced Geomancy Geomancer 5
Your command over the earth strengths your geomancy powers.
You add an additional die of damage whenever you use a geomancy power that deals damage.
The number of additional dice you add increases as you gain geomancer levels, as shown in the Geomancy Bonus Dice column of the Geomancer table.
Elemental Resilience Geomancer 7
Your understanding of the elements allows you to better defend yourself against them.
You can add your Strength modifier to saving throws you make against spells, evocations, and other powers that deal damage other than bludgeoning, force, piercing, or slashing.
Counter Flood Geomancer 10
The world is at your command, and when the opportunity comes, it rises to your needs.
When you would make an Opportunity Attack, you can instead use a geomancy power with an initiation time of an Action that targets a single creature, targeting the triggering creature.
Terrain Versatility Geomancer 11
Your control over the local terrain improves, giving you more likely access to its more dangerous aspects.
When you use your Gaia feature, you can instead roll two dice and choose which result you like to determine what geomancy power you can use until the end of your turn.
Light Steps Geomancer 15
Wherever you tread, you need not fear the ground beneath your feet.
You automatically succeed on saving throws made to avoid or resist traps, and you are immune to the damage dealt by traps and environmental hazards.
Planet's Fury Geomancer 20
When the need is dire and its anger raised, you are the weapon the world turns to.
You can use geomancy powers with the [gaia] descriptor without using your Gaia feature.
You can use geomancy powers with the [gaia] descriptor from your sample terrain.
Geomancer Houses
Geomancers are a varied lot, and have many different approaches to understanding the world: some emphasize demanding physical regimens, while others believe that only by seeking out the most alien and foreign of vistas can one achieve true harmony with the planet.
A geomancer house is a specialization that grants you features at certain levels, as specified in the subclass. This section presents the Aikidoka, Elementalist, Horizon Walker, and Stormseeker subclasses.
Aikidoka
Martial Arts Paired with Geomancy
An Aikidoka focuses equally on herself and her understanding of the land: the innate connection between her physical strength and her ability to call upon the earth leads her to pursuing a balance of the two, wielding her body and the earth in harmonious concert.
Aikidoka Techs
| Geomancer Level |
TechsKnown | Tech Slots |
Tech Level |
|---|---|---|---|
| 2nd | 2 | 1 | 1 |
| 3rd | 3 | 2 | 1 |
| 4th | 3 | 2 | 1 |
| 5th | 4 | 2 | 2 |
| 6th | 4 | 2 | 2 |
| 7th | 5 | 2 | 2 |
| 8th | 5 | 2 | 2 |
| 9th | 6 | 3 | 3 |
| 10th | 6 | 3 | 3 |
| 11th | 7 | 3 | 3 |
| 12th | 7 | 3 | 3 |
| 13th | 8 | 3 | 3 |
| 14th | 8 | 3 | 3 |
| 15th | 9 | 3 | 3 |
| 16th | 9 | 3 | 3 |
| 17th | 10 | 3 | 4 |
| 18th | 10 | 3 | 4 |
| 19th | 11 | 3 | 4 |
| 20th | 11 | 3 | 4 |
Aikidoka Martial Arts
| Geomancer Level | Damage |
|---|---|
| 2nd – 4th | d6 |
| 5th – 10th | d8 |
| 11th – 16th | d10 |
| 17th – 20th | d12 |
Techs Aikidoka 2
You have taken up the path of mastering your body alongside that of the earth, learning to excel in martial combat.
Techs Known. The Techs Known column of the Aikidoka Techs table shows how many techs you know, which must be from the Heavenly Earth school. Whenever that number increases, choose additional techs from the tech list until the number of techs you know matches the number on the table. The chosen techs must be of a level equal to or lower than that shown for your geomancer level in the Tech Level column of the Aikidoka Techs table.
Changing Your Techs Known. Whenever you gain a geomancer level, you can replace one tech you know on your list with another level is equal to or lower than that shown for your geomancer level in the Tech Level column of the Aikidoka Techs table.
Tech Slots. The Aikidoka Techs table shows you have many tech slots you have to initiate your level 1+ techs. You regain all expended tech slots when you finish a short rest.
When you use your Gaia feature, you regain all expended tech slots at the end of that turn.
Initiation Ability. Strength is your initiation ability for your techs.
Martial Arts Aikidoka 2
You gain the following benefits when you are unarmed.
Bonus Unarmed Strike. You can make an unarmed strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your unarmed strike. This die changes as you gain geomancer levels, as shown in the Aikidoka Martial Arts table.
Strong Defense Aikidoka 2
When you aren't wearing armor or wielding a shield, your base AC equals 10 + your Strength modifier + your Dexterity modifier.
Elemental Fists Aikidoka 6
When you use a geomancy power that deals damage, until the end of your next turn, you can choose to have your unarmed strikes deal the same type of damage. If the power dealt damage of multiple types, you can choose any subset of those types.
Strength of the Earth Aikidoka 14
When you take the Maneuver action to initiate a tech, you can use your Bonus Action to bend a geomancy power you have access to that targets a single creature with a bending time of an Action. If you do, you must target a creature you attacked with a tech since the beginning of your turn, and if that power deals damage, its damage dice become the same size as the damage die used by your Martial Arts feature.
Terran Harmony Aikidoka 18
Whenever you deal damage of a damage type other force, you gain resistance to that damage type until the end of your next turn.
Elementalist Bending
| Geomancer Level |
Evocations Known | Max EvocationLevel |
|---|---|---|
| 2nd | 2 | 1 |
| 3rd | 3 | 1 |
| 4th | 3 | 1 |
| 5th | 4 | 2 |
| 6th | 4 | 2 |
| 7th | 5 | 2 |
| 8th | 5 | 2 |
| 9th | 6 | 3 |
| 10th | 6 | 3 |
| 11th | 7 | 3 |
| 12th | 7 | 3 |
| 13th | 8 | 3 |
| 14th | 8 | 3 |
| 15th | 9 | 3 |
| 16th | 9 | 3 |
| 17th | 10 | 4 |
| 18th | 10 | 4 |
| 19th | 11 | 4 |
| 20th | 11 | 4 |
Elementalist
Combine Geomancy with Primal Power
An Elementalist learns to tap deeper into the energies of the world: harnessing not just the energies in the land, but the deeper metaphysical flows that serve as strata for the whole of creation.
Bending Elementalist 2
You have learned to augment your ability to call upon the earth with the ability to bend the elements themselves.
Evocations Known. The Evocations Known column of the Elementalist Bending able shows how many evocations you know. Whenever that number increases, choose additional evocations from the evocation list until the number of evocations you know matches the number on the table. The chosen evocations must be of a level equal to or lower than that shown for your geomancer level in the Max Evocation Level column of the Elementalist Bending table.
Changing Your Evocations Known. Whenever you gain a geomancer level, you can replace one evocation you know on your list with another evocation whose level is equal to or lower than that shown for your geomancer level in the Max Evocation Level column of the Elementalist Bending table.
Bending Ability. Strength is your bending ability for
your evocations and for your imbalance checks when bending level 1+ evocations.
Open the Way Elementalist 6
When you use your Gaia feature, if you have less imbalance than your proficiency bonus, you can gain 1 imbalance. If you do, instead of rolling, you can choose which geomancy power you gain access to.
Bring Balance Elementalist 14
When you would gain any amount of imbalance, you can expend any number of uses of your sample terrain, and reduce the amount of imbalance you gain by that amount.
Harmonize Elementalist 18
When you bend an evocation of level 1+ as an Action, you can use your Bonus Action to use a geomancy power with a bending time of an Action.
Endwalker
Retain Memory of Terrains Traversed
An Endwalker looks ever to the horizon, dreaming of new vistas and always wondering what lies over the next hill. As natural wanderers, they learn to deeply recall the places they've been, retaining their power.
Earthen Memory Endwalker 2
You gain your Sample feature at this level, rather than at 3rd level.
You have 1 use of the geomancy powers from your sample terrain. If you already had access to your Sample feature, or when you gain uses of your sample terrain's geomancy powers per the Sample Uses column of the Geomancer table, you add this additional use to that amount.
The Places You'll Go Endwalker 6, 14, 18
Your ability to call into previously-visited vistas improves, and you gain the following benefits.
Expanded Samples. You can have an additional sample
terrain. Your sample terrains share sample uses.
Deeper Samples. You gain an additional sample use.
Worldspeaker
Listen, and the World Speaks
Worldspeakers are those who seek to better understand the voice of the world in which they live. Their attunement to the planet's rhythms allows them to learn directly from it, gaining access to ancient wisdom as their ears sharpen.
Traveler Worldspeaker 2
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice.
Stonespeak Worldspeaker 6
You can cast clairvoyance, pass without trace, and stone tell as primal powers, rather than as spells, without expending resources.
Worldsense Worldspeaker 14
You can cast commune with nature, freedom of movement (targeting yourself only), and passwall as primal powers, rather than as spells, without expending resources.
Planet's Guidance Worldspeaker 18
You can cast control weather, find the path, and move earth as primal powers, rather than as spells, without expending resources.
Geomancy
The following are geomancy power descriptions, listed in order by suite, then alphabetically. Each suite also has a random table for determining which geomancy power you have access to when using your Gaia feature.
Threshold Values
Some geomancy powers have a threshold value, which used to determine if creatures are more deeply affected by some geomancy powers. If a threshold value is indicated as having a damage type, when determining if a creature is under the threshold value, apply the creature's immunities, resistances, and vulnerabilities to the threshold value as though it were damage the creature were taking.
Arctic
The arctic terrain consists of frigid, hostile environments defined by snow, ice, and glaciers. Locations such as icy tundras, snowy peaks, and frozen rivers would also be included. If the temperature is cold enough you're afraid of freezing to death at night, you're probably in arctic terrain.
Gaia: Arctic
| 1d6 | Geomancy Power |
|---|---|
| 1 | arctic wind |
| 2 | brainfreeze |
| 3 | forged in ice |
| 4 | glaciate |
| 5 | hail storm |
| 6 | ice wall |
Arctic Wind
- arctic geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A freezing gust engulfs a foe.
Make a ranged geomancy attack against a creature you can see within range. On a hit, the target takes 1d10 wind damage.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Brainfreeze
- arctic geomancy
- Bending Time: Action
- Range: 30 feet
- Duration: 1 minute
A sudden flurry causes creatures' minds to dull and slow.
You create a temporary blizzard in a 10-ft radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw; on a failure, the creature takes 1d6 psychic damage, and the next time it
attempts to use a power within the next minute, it must make a Constitution saving throw or else fail to use the power (but does not expend resources due to the failure), after which this effect ends for that creature.
A creature suffering this effect can attempt another Constitution saving throw at the end of each of its turns to end the effect early.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Forged in Ice
- arctic geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 minute
A deep frost coats the weapons of you and your allies.
For the duration, the weapons you and all allies within range of you are wielding deal cold damage in addition to their normal types, and deal additional cold damage equal to your bending ability modifier.
Geomancy Upgrade. The additional damage is multiplied when you reach levels 5 (×2), 11 (×3), and 17 (×4).
Glaciate
- arctic geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: 1 minute
You call upon the deep chill of darkest winter to freeze an opponent.
Choose one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 cold damage, and becomes restrained for the duration.
The target can make another saving throw at the end of each of its turns to end this effect. On a success, it ends; otherwise, count each failure. After 3 failures, the target becomes petrified for the duration.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6); and the number of failures until the target becomes petrified decreases when you reach levels 5 (2 failures), 11 (1 failure), and 17 (0 failures, the target is petrified upon failing the initial saving throw).
Hail Storm
- arctic geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
A flurry of hail, ice, snow, and sleet darkens the sky.
A dark snowstorm appears in a 10-foot cube within range. For the duration, this turns the ground in the area into difficult terrain, and lighting in the area can be no brighter than dim light.
A creature takes 1d4 cold wind damage when it enters the power's area for the first time on a turn or starts its turn there. In addition, that creature must make a
Constitution saving throw; on a failure, the creature is blinded. A creature can attempt this saving throw again at the end of each of its turns, and has disadvantage on the saving throw if it is still in this power's area when doing so.
Geomancy Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4). The area affected by this power increases when you reach levels 5 (15-ft cube), 11 (20-ft cube), and 17 (30-ft cube).
Ice Wall
- arctic geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 minute
A protective sheet of thick ice covers you, providing a buffer against harm.
You and all allies within range of you gain 1d6 temporary hit points, which last for up to 1 minute. Creatures that have temporary hit points granted by this power also have resistance to cold damage.
Geomancy Upgrade. The temporary hit points granted increase by 2d6 when you reach levels 5 (3d6), 11 (5d6), and 17 (7d6).
Astral
The astral terrain is anywhere decidedly not in the prime material: the etheral and astral planes, for one, but also otherworldly realms such as Celestia, the Abyss, or weird demiplanes count. If you're in a place that mortals weren't really meant to go, you're probably in astral terrain.
Gaia: Astral
| 1d6 | Geomancy Power |
|---|---|
| 1 | astral blast |
| 2 | astral shift |
| 3 | cavernous maw |
| 4 | dream shroud |
| 5 | nether blast |
| 6 | void eater |
Astral Blast
- astral geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A whorl of extraplanar energy assaulta your enemy.
Make a ranged geomancy attack against a creature you can see within range. On a hit, the target takes 1d10 cosmic damage.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Astral Shift
- astral geomancy
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: 1 round
You manipulate the energy flows of the world around you, causing disorientation in your foes.
Each enemy in the area must make a Charisma saving throw. Each creature that fails suffers a random status effect until the end of your next turn: roll 1d4 and consult the table below to determine what effect the creature suffers.
Astral Shift: Status Effect
| Die Result |
Status | Die Result |
Status |
|---|---|---|---|
| 1 | rattled | 6 | poisoned |
| 2 | cursed (1d4) | 7 | dazed |
| 3 | hobbled | 8 | slowed |
| 4 | strained | 9 | confused |
| 5 | immobilized | 10 | weakened |
Geomancy Upgrade. The size of the die you roll to determine the status effect increases when you reach levels 5 (d6), 11 (d8), and 17 (d10).
Cavernous Maw
- astral geomancy [gaia]
- Bending Time: Action
- Range: Self (10-ft radius)
- Duration: Instantaneous
The energies around you turn ravenous.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as cosmic damage.
Each enemy within 10 feet of you with hit points equal to or less than this power's threshold value must make a Charisma saving throw. On a failure, it gains confused until the end of your next turn, and must make a Constitution saving throw, gaining death on a failure.
Geomancy Upgrade. The threshold value increases by 5d6 when you reach levels 5 (8d6), 11 (13d6), and 17 (18d6).
Dream Shroud
- astral geomancy
- Bending Time: Action
- Range: Self (20-ft radius)
- Duration: Concentration, up to 1 round
You cloak your allies in shifting energies, shielding them from harm.
You and all allies within 20 feet of you gain shell (1d4) until the end of your next turn.
Geomancy Upgrade. This power changes as you gain levels, as follows.
Level 5. You can bend this power as a Bonus Action.
Level 11. The effect granted by this power improves to shell (1d6).
Level 17. This power no longer requires concentration.
Nether Blast
- astral geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
Swirling energies engulf your enemies.
You create an area of unstable astral energy at a point within range, which explodes in a 5-ft radius sphere. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 cosmic damage.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Void Eater
- astral geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
Chaotic otherworldly energies overwhelm your enemy's protections.
You create a chaotic bubble of energy at a point within range, which explodes in a 5-ft radius sphere. Each creature in the area must succeed on a Constitution saving throw or take 1d4 cosmic damage, and one ongoing spell effect of 1 + this power's level or lower on the target ends; if the target has more ongoing effects than this power would end, the ended effects are chosen randomly.
Geomancy Upgrade. The damage increases by 1d4 and the number of effects ended increases by 1 when you reach levels 5 (2d4, 2 effects), 11 (3d4, 3 effects), and 17 (4d4, 4 effects).
Celestial
The celestial terrain is anywhere beyond the sky: in the realm of the stars, on the moon, or even other worlds to which your kind isn't native. If you're in a place you can't breathe or are otherwise exposed to the vacuum of space, you're probably in celestial terrain.
Gaia: Celestial
| 1d6 | Geomancy Power |
|---|---|
| 1 | black hole |
| 2 | cosmic rays |
| 3 | meteor shower |
| 4 | plasma |
| 5 | shadowflare |
| 6 | stardust |
Black Hole
- celestial geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
The density of a dying star engulfs your enemies.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as magnetic damage.
You create a temporary singularity at a point within range, which engulfs a 5-ft radius sphere. Each creature in the area must make a Constitution saving throw. On a failure, that creature takes 1d4 magnetic damage, and if it has hit points equal to or less than this power's threshold value, it gains ejected until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d4 and the threshold value increases by 5d6 when you reach levels 5 (2d4, 8d6), 11 (3d4, 13d6), and 17 (4d4, 18d6).
Cosmic Rays
- celestial geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 round
Spatial energies empower you and your allies.
Until the end of your next turn, whenever you or an ally within range deals damage of a type other than bludgeoning, piercing, or slashing, they deal additional damage of the same type equal to your bending ability modifier.
Geomancy Upgrade. The additional damage is multiplied at 5th level (×2), 11th level (×3), and 17th level (×4).
Meteor Shower
- celestial geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You call forth meteors from the heavens.
You call forth meteors to fall into up to two points within range, each crashing in a 5-ft radius sphere. Each creature in the affected areas must succeed on a Dexterity saving throw or take 1d4 earth damage. If a creature is subject to multiple meteors, it makes a separate saving throw for each.
Geomancy Upgrade. You can choose up to an additional point, and the damage increases by 1d4, when you reach levels 5 (3 points, 2d4), 11 (4 points, 3d4), and 17 (5 points, 4d4).
Plasma
- celestial geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A bolt of bizarre energy from the depths of space strikes your foe.
Make a ranged geomancy attack against a creature you can see within range. On a hit, the target takes 1d10 cosmic damage.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Shadowflare
- celestial geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
The shadow of a dying star eclipses a foe.
You call forth the shadow of a star upon a point within range, creating a shadow in a 5-ft radius sphere. Each creature in the affected area must succeed on a Constitution saving throw or take 1d12 necrotic damage.
Geomancy Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Stardust
- celestial geomancy
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: 1 round
You bring forth cosmic radiation with wildly varying effects.
Each enemy in the area must make a Charisma saving throw. Each creature that fails suffers a random status effect until the end of your next turn: roll 1d4 and consult the table below to determine what effect the creature suffers.
Stardust: Status Effect
| Die Result |
Status | Die Result |
Status |
|---|---|---|---|
| 1 | rattled | 6 | poisoned |
| 2 | cursed (1d4) | 7 | dazed |
| 3 | hobbled | 8 | slowed |
| 4 | strained | 9 | confused |
| 5 | immobilized | 10 | weakened |
Geomancy Upgrade. The size of the die you roll to determine the status effect increases when you reach levels 5 (d6), 11 (d8), and 17 (d10).
Coast
The coast terrain consists of anywhere notable bodies of water meet notable bodies of land. This can be literal coasts, but also consists of rivers and large lakes. In general, if you can only see the open sea in one direction and land in the other, you're probably in coast terrain.
Gaia: Coast
| 1d6 | Geomancy Power |
|---|---|
| 1 | cleanse |
| 2 | deluge |
| 3 | drown |
| 4 | jet spray |
| 5 | rapids |
| 6 | torrent |
Cleanse
- coast geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: Instantaneous
Refreshing water purges unwanted effects.
You and each ally within range can make a saving throw against an effect that a saving throw can end, with a bonus equal to your bending ability modifier.
Deluge
- coast geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
You submerge an area in water.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as water damage.
You create an enormous bubble of water at a point within range, which engulfs a 5-ft radius sphere. Each creature in the area must make a Strength saving throw. On a failure, the creature takes 1d6 water damage, and if its hit points are equal to or lower than this power's threshold value, must make a Constitution saving throw, gaining death on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 5d6 when you reach levels 5 (2d6, 8d6), 11 (3d6, 13d6), and 17 (4d6, 18d6).
Drown
- coast geomancy
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
You fill a creature's lungs with water, forcing it to suffocate.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as water damage.
Choose a creature you can see within range. If it has hit points equal to or less than this power's threshold value, that creature must make a Constitution saving throw. On a failure, it gains dazed until the end of your next turn, and must make another Constitution saving throw, gaining death on a failure.
Creatures that can breathe water or do not need to breathe are immune to this power.
Geomancy Upgrade. The threshold value increases by 4d6 when you reach levels 5 (6d6), 11 (10d6), and 17 (14d6).
Jet Spray
- coast geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You assault a creature with a pressurized spray of water.
Make a ranged geomancy attack against a creature you can see within range. On a hit, the target takes 1d10 water damage.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Rapids
- coast geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A rapid spray of swirling water disorients a creature.
Choose a creature you can see within range. That creature must make a Constitution saving throw, and on a failure, takes 1d4 water damage and is confused until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
Torrent
- coast geomancy [gaia]
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: Instantaneous
A tidal wave of water engulfs your enemies.
You create a wave of water in a cone emanating from you. Each creature in the area must make a Strength saving throw, taking 1d6 water damage on a failed save or half as much damage on a successful one. Creatures that fail the saving throw are also pushed 10 feet from you, to a limit of the extreme edge of the range.
Geomancy Upgrade. The damage increases by 1d6 and the size of the cone increases by 5 feet when you reach levels 5 (2d6, 20 feet), 11 (3d6, 25 feet), and 17 (4d6, 30 feet).
Desert
The desert terrain is characterized by desolation: endless stretches of sand, or wastelands of untold miles of cracked, barren earth, wracked by the sun. If you're in a place with little life or shade and extremely high temperatures, you're probably in desert terrain.
Gaia: Desert
| 1d6 | Geomancy Power |
|---|---|
| 1 | burning sands |
| 2 | heliograph |
| 3 | quicksand |
| 4 | sandstorm |
| 5 | shimmer |
| 6 | vitrify |
Burning Sands
- desert geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
Under the cloudless sky, the ground turns to fire.
You create a patch of sweltering sand on the ground that you can see within range. Until the power ends, the patch occupies a 10-foot square. Any creature in the patch's space when you bend this power make make a Constitution saving throw, taking 1d6 fire damage on a failure. A creature must also make this saving throw when it moves into the patch's space for the first time on a turn or ends its turn there.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Heliograph
- desert geomancy
- Bending Time: Action
- Range: Self (15-ft line)
- Duration: Instantaneous
Bright sand reflects the sun's rays, blinding your enemies.
You create a focalized beam of light, which targets all creatures in a 15-ft line. Make a ranged geomancy attack against each creature in the area. On a hit, the target takes 1d4 radiant damage, and if not immune to radiant damage must succeed on a Dexterity saving throw or be blinded until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
Quicksand
- desert geomancy
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
You turn the earth into shifting, sucking fluid.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as earth damage.
Choose a creature you can see within range. That creature must make a Dexterity saving throw. On a failure, it gains immobilized until the end of your next turn, and if it has hit points equal to or less than this power's threshold value, it must make a Constitution saving throw, gaining death on a failure.
Geomancy Upgrade. The threshold value increases by 4d6 when you reach levels 5 (6d6), 11 (10d6), and 17 (14d6).
Sandstorm
- desert geomancy
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: Instantaneous
You use wind to whip up coarse, irritating sand that gets everywhere.
You create a burst of sand in a cone emanating from you. Each creature in the area must make a Dexterity saving throw, taking 1d6 earth wind damage on a failed save or half as much damage on a successful one. Creatures that fail the saving throw must also make a Constitution saving throw or gain rattled until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d6 and the size of the cone increases by 5 feet when you reach levels 5 (2d6, 20 feet), 11 (3d6, 25 feet), and 17 (4d6, 30 feet).
Shimmer
- desert geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 round
You redirect the heat of the world around you to create false images of you and your allies.
You and all allies within 30 feet gain image (1) until the end of your next turn.
Geomancy Upgrade. The image status this power grants improves by 1 when you reach levels 5 (2), 11 (3), and 17 (4).
Vitrify
- desert geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: 1 minute
You call upon the heat of the desert and glare of the sun to turn a creature to glass.
Choose one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 earth damage, and becomes restrained for the duration.
The target can make another saving throw at the end of each of its turns to end this effect. On a success, it ends; otherwise, count each failure. After 3 failures, the target becomes petrified for the duration.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6); and the number of failures until the target becomes petrified decreases when you reach levels 5 (2 failures), 11 (1 failure), and 17 (0 failures, the target is petrified upon failing the initial saving throw).
Forest
The forest terrain is one of abundant plant life, but explicitly not terribly overgrown or suffering from extreme climate or high humidity. If there's a lot of trees or similar flora around, but you can still move around easily and see the sky, you're probably in forest terrain.
Gaia: Forest
| 1d6 | Geomancy Power |
|---|---|
| 1 | bindweed |
| 2 | branch arrow |
| 3 | forest healing |
| 4 | leaf swirl |
| 5 | snare |
| 6 | wind slash |
Bindweed
- forest geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: 1 round
Grasping vines and tangling roots hold your enemy fast.
Choose one creature you can see within range. The target must make a Dexterity saving throw; on a failure, the target gains hobbled until the end of your next turn, and must make another Dexterity saving throw or gain slow until the end of your next turn instead.
Branch Arrow
- forest geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You call upon the trees themselves to assault your foe.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 2d12 bludgeoning damage to the target.
Geomancy Upgrade. The damage increases by 2d12 when you reach levels 5 (4d12), 11 (6d12), and 17 (8d12).
Forest Healing
- forest geomancy
- Bending Time: Bonus Action
- Range: 30 feet
- Duration: Instantaneous
The forest is a place of healing – you call upon its properties to aid an ally.
Choose either yourself or an ally you can see within range. The target can spend a Hit Die to regain that many hit points, and make a saving throw against an effect that a saving throw can end.
Geomancy Upgrade. The target can spend an additional Hit Die when you reach levels 5 (2), 11 (3), and 17 (4).
Leaf Swirl
- forest geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A blast of wind and leaves blasts into a creature.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 1d10 wind damage to the target.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Snare
- forest geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You turn the roots of the trees against an interloper.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as earth damage.
Choose a creature you can see within range. That creature must make a Dexterity saving throw. On a failure, it gains immobilized until the end of your next turn, and if it has hit points equal to or less than this power's threshold value, it must make a Constitution saving throw, gaining death on a failure.
Geomancy Upgrade. The threshold value increases by 4d6 when you reach levels 5 (6d6), 11 (10d6), and 17 (14d6).
Wind Slash
- forest geomancy [gaia]
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: Instantaneous
A blast of slicing wind cleaves into your foes.
You create a blast of wind in a cone emanating from you. Each creature in the area must make a Dexterity saving throw, taking 1d8 wind damage on a failed save or half as much damage on a successful one.
Geomancy Upgrade. The damage increases by 1d8 and the size of the cone increases by 5 feet when you reach levels 5 (2d8, 20 feet), 11 (3d8, 25 feet), and 17 (4d8, 30 feet).
Grassland
The grassland terrain is essentially anywhere there isn't a more notable terrain feature: this can include gentle hills, small copses of trees, or tiny brooks that aren't much of a water source. If there's not a good reason for you to think otherwise, you're probably in grassland terrain.
Gaia: Grassland
| 1d6 | Geomancy Power |
|---|---|
| 1 | shining flare |
| 2 | sonic boom |
| 3 | sunbath |
| 4 | tanglevine |
| 5 | thunderbolt |
| 6 | twister |
Shining Flare
- grassland geomancy
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
You create a beacon of burning light.
You create an burst of burning sunlight, which engulfs a 5-ft radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failure, the creature takes 1d8 radiant fire damage.
Geomancy Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Sonic Boom
- grassland geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A sudden blast of sound assails your enemy.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 1d10 thunder damage to the target.
Geomancy Upgrade. The damage increases by 1d10
when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Sunbath
- grassland geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: Instantaneous
A beam of gentle sunlight caresses you and your allies, soothing your hurts.
You and all allies within range can spend a Hit Die, and regain that many hit points.
Geomancy Upgrade. Each creature can spend an additional Hit Die when you reach levels 5 (2), 11 (3), and 17 (4).
Tanglevine
- grassland geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You call upon the twisting grasses of the land to entangle your foes.
You create a mass of twisting, binding grass in a 10 ft radius centered on a point you can see. For the duration, enemies treat the area as difficult terrain.
When you bend this power, each enemy in the area must make a Strength saving throw. On a failure, that creature is restrained for the duration, and can repeat the saving throw at the end of each of its turn to end the effect early.
Thunderbolt
- grassland geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A bolt from the blue.
Choose a creature you can see within range. The target must succeed on a Dexterity saving throw or take 2d10 lightning damage.
Geomancy Upgrade. The damage increases by 2d10 when you reach levels 5 (4d10), 11 (6d10), and 17 (8d10).
Twister
- grassland geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A sudden localized tornado engulfs your target.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as wind damage.
Choose a creature you can see within range. If the target has hit points less than or equal to this power's threshold value, that creature must make a Strength saving throw. On a failure, it is reduced to 1d4 hit points.
Geomancy Upgrade. The threshold value increases by 3d6 when you reach levels 5 (6d6), 11 (9d6), and 17 (12d6).
Jungle
The jungle terrain stands out from other forested areas by way of its exceedingly dense vegetation, humid climates, and tendency towards unpleasant weather. If you're in a place with rich and varied plantlife and can't really make out the sky, you're probably in jungle terrain.
Gaia: Jungle
| 1d6 | Geomancy Power |
|---|---|
| 1 | dense mists |
| 2 | poison dart |
| 3 | froggy |
| 4 | fungal bloom |
| 5 | jungle fever |
| 6 | pitfall |
Dense Mists
- jungle geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 round
You and your allies become enshrouded in dense jungle mists, making your locations hard to discern.
You and all allies within 30 feet gain image (1) until the end of your next turn.
Geomancy Upgrade. The image status this power grants improves by 1 when you reach levels 5 (2), 11 (3), and 17 (4).
Poison Dart
- jungle geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A dart filled with various toxins found in dangerous lands.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 1d12 poison damage to the target.
Geomancy Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Froggy
- jungle geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: 1 minute
You beseech the earth to make your opponent more... at home.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as poison damage.
Choose a creature you can see within range. If the target has hit points less than or equal to this power's threshold
value, that creature must make a Charisma saving throw. On a failure, it gains the frog status for the duration, and can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
Geomancy Upgrade. The threshold value increases by 3d6 when you reach levels 5 (6d6), 11 (9d6), and 17 (12d6).
Fungal Bloom
- jungle geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
Life and death in equal measure: let the mushrooms consume your enemies.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as poison damage.
You create a spontaneous fungal bloom which explodes in a 10 ft radius centered on a point you can see. Each creature in the area must make a Constitution saving throw. On a failure, it takes 1d6 necrotic damage, and if it has hit points equal to or less than this power's threshold value, it must make another Constitution saving throw, gaining weakened until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Jungle Fever
- jungle geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: 1 minute
You let virulent disease run rampant.
Choose a creature you can see within range, who must make a Constitution saving throw. On a failure, the target gains poisoned for the duration, and must make another Constitution saving throw, gaining strained for the duration on a failure.
A creature affected by either condition can make a Constitution saving throw at the end of each of its turns, ending all status effects imposed by this power on a success.
Pitfall
- jungle geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
Sudden drops and unexpected chasms are common in dense undergrowth.
Choose a creature you can see within range. That creature must make a Dexterity saving throw, taking 1d8 magnetic damage and gaining immobilized until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Mountain
The mountain terrain is notable for its verticality, exposed rock and mineral outcroppings, and uneven surfaces. If you're in a place where it would make sense to bring climbing gear and are otherwise exposed to the elements, you're probably in mountain terrain.
Gaia: Mountain
| 1d6 | Geomancy Power |
|---|---|
| 1 | avalanche |
| 2 | reverb |
| 3 | stone bones |
| 4 | stone pillar |
| 5 | stone rampart |
| 6 | vertigo |
Avalanche
- mountain geomancy
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: Instantaneous
You unleash a cavalcade of rocks and other detritus.
You create an avalance in a cone emanating from you. Each creature in the area must make a Dexterity saving throw, taking 1d6 earth damage and falling prone on a failed save.
Geomancy Upgrade. The damage increases by 1d6 and the size of the cone increases by 5 feet when you reach levels 5 (2d6, 20 feet), 11 (3d6, 25 feet), and 17 (4d6, 30 feet).
Reverb
- mountain geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: 1 round
You send a reverberating pulse through a creature, which echoes when it is struck.
Choose a creature you can see within range. That creature must make a Strength saving throw. On a failure, the target takes 1d8 thunder damage, and until the end of your next turn, when the target takes damage, it takes additional thunder damage equal to your bending ability modifier.
Geomancy Upgrade. The damage increases by 1d8 and the additional damage is multiplied when you reach levels 5 (2d8, ×2), 11 (3d8, ×3), and 17 (4d8, ×4).
Stone Bones
- mountain geomancy [gaia]
- Bending Time: Action
- Range: Self (20-ft radius)
- Duration: Concentration, up to 1 round
You coat yourself and your allies in a layer of stone, protecting you from harm.
You and all allies within 20 feet of you gain protect (1d4) until the end of your next turn.
Geomancy Upgrade. This power changes as you gain levels, as follows.
Level 5. You can bend this power as a Bonus Action.
Level 11. The effect granted by this power improves to protect (1d6).
Level 17. This power no longer requires concentration.
Stone Pillar
- mountain geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
A spire of stone erupts from the earth to assail your foe.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 1d10 earth damage to the target.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Stone Rampart
- mountain geomancy
- Bending Time: Action
- Range: 30 feet
- Duration: 1 round
With a jab into the earth, you create a solid rampart of stone.
You create a 5-foot high, 5-foot long section of earthen wall at a point you can see within range, with lasts until the end of your next turn. The wall has an AC of 8, hit points equal to your bending ability, resistance to all damage other than force damage, and immunity to psychic damage.
Geomancy Upgrade. The length of the wall increases by 5 feet and its hit points are multipled when you reach levels 5 (10 ft, ×2), 11 (15 ft, ×3), and 17 (20 ft, ×4). The wall sections must form a continguous line, and each 5 foot section has its own hit points.
Vertigo
- mountain geomancy
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
Triumphant heights precipitate a dizzying fall.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as psychic damage.
Choose a creature you can see within range. That creature must make a Wisdom saving throw. On a failure,
the target takes 1d6 psychic damage, and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. Also on a failure, if the target has hit points less than or equal to this power's threshold value, that creature must make a Charisma saving throw, gaining confused until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Ocean
The ocean terrain is anywhere on the open ocean: a body large enough that you can't see land, or on a landmass small enough that you can see water on either side of it. If you would need to swim less than a minute to reach the surface, you're probably in ocean terrain.
Gaia: Ocean
| 1d6 | Geomancy Power |
|---|---|
| 1 | calm waters |
| 2 | lightning |
| 3 | stormy seas |
| 4 | thunderstorm |
| 5 | tidal wave |
| 6 | whirlpool |
Calm Waters
- ocean geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: Concentration, up to 1 minute
Calm waters soothe the soul.
You and all allies within range can spend a Hit Die, and regain that many hit points. In addition, each creature affected by this power can spend a Hit Die, and rather than gain hit points, that creature gains regen for the duration.
Lightning
- ocean geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
Lightning from the heavens can leave your foe slower to act.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as lightning damage.
Choose a creature you can see within range. That creature must make a Dexterity saving throw. On a failure, the target takes 1d6 lightning damage, and if the target has hit points less than or equal to this power's threshold
value, that creature must make a Constitution saving throw, gaining dazed until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Stormy Seas
- ocean geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
The seas rage, disorienting your foes.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as water damage.
You create a surge of water that engulfs a 5-ft radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failure, the creature takes 1d4 water damage, and if its hit points are equal to or lower than this power's threshold value, must make a Constitution saving throw, gaining confusion until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d4 and the threshold value increases by 3d6 when you reach levels 5 (2d4, 6d6), 11 (3d4, 9d6), and 17 (4d4, 12d6).
Thunderstorm
- ocean geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You summon a localized thunderstorm from the clouds.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as lightning damage.
You create a localized thunderstorm, focused on a 5-ft radius 20-ft tall cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failure, the creature takes 1d6 lightning damage, and if its hit points are equal to or lower than this power's threshold value, must make a Constitution saving throw, gaining stunned until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Tidal Wave
- ocean geomancy
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: Instantaneous
A wave of water scatters your enemies.
You create a wave of water in a cone emanating from you. Each creature in the area must make a Strength saving throw, taking 1d6 water damage on a failed save or half as much damage on a successful one. Creatures that fail the saving throw are also pushed 10 feet from you, to a
limit of the extreme edge of the range.
Geomancy Upgrade. The damage increases by 1d6 and the size of the cone increases by 5 feet when you reach levels 5 (2d6, 20 feet), 11 (3d6, 25 feet), and 17 (4d6, 30 feet).
Whirlpool
- ocean geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You create a whirlpool that attempts to drown your foes.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as water damage.
You create a whirlpool, focused on a 5-ft radius sphere centered on a point within range. Each creaure in the area whose hit points are equal to or less than this power's threshold value must make a Constiution saving throw, gaining death on a failure.
Creatures that can breathe water or do not need to breathe are immune to this power.
Geomancy Upgrade. The threshold value increases by 4d6 when you reach levels 5 (6d6), 11 (10d6), and 17 (14d6).
Sky
The sky terrain consists of anywhere up in the sky, away from the ground, but still within the bounds of the atmosphere. If you can still breathe but it would take at least a minute or so for you to hit the ground if you stopped flying or fell off the clouds, you are probably in sky terrain.
Gaia: Sky
| 1d6 | Geomancy Power |
|---|---|
| 1 | cloud layer |
| 2 | discharge |
| 3 | featherweight |
| 4 | solar ray |
| 5 | tornado |
| 6 | venom squall |
Cloud Layer
- sky geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 round
You shroud yourself and allies in clouds, hiding you from view.
You and all allies within 30 feet gain image (1) until the end of your next turn.
Geomancy Upgrade. The image status this power grants improves by 1 when you reach levels 5 (2), 11 (3), and 17 (4).
Discharge
- sky geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You direct static discharge from clouds to strike your enemies.
Make a ranged geomancy attack against a creature within range. On a hit, you deal 1d6 lightning damage, and you can make a followup attack.
Followup. Make a ranged geomancy attack against a creature within 15 feet of the creature you last attacked with this power, dealing 1d6 lightnig damage on a hit.
Geomancy Upgrade. The damage increases by 1d6 and the number of followup attacks you can make increases by 1 when you reach levels 5 (2d6, 2 followups), 11 (3d6, 3 followups), and 17 (4d6, 4 followups).
Featherweight
- sky geomancy [gaia]
- Bending Time: Action
- Range: Self
- Duration: 1 minute
Surrounded by cloudy wisps, you gently lift off the ground.
You gain float for the duration.
Solar Ray
- sky geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You harness the power of the sun to attack a creature.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 1d10 radiant damage to the target.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Tornado
- sky geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You call a great whirlwind to hurl your enemies into the sky.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as wind damage.
You create a localized tornado, focused on a 5-ft radius 20-ft tall cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failure, the creature takes 1d6 wind damage, and if its hit points are equal to or lower than this power's threshold value, must make a Strength saving throw, gaining ejected until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Venom Squall
- sky geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You summon poison rain upon a foe.
Choose a creature you can see in range. That creature must make a Constitution saving throw, taking 1d4 water damage and gaining poisoned until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
Subterrane
The subterrane terrain is anywhere underground from which you can't reasonably see the sky – or if you can, it's effectively out of reach. Caves, tunnels, underground complexes all are part of this terrain. If you're surrounded by earth, you're probably in subterrane terrain.
Gaia: Subterrane
| 1d6 | Geomancy Power |
|---|---|
| 1 | cave-in |
| 2 | claustrophobia |
| 3 | earth's embrace |
| 4 | mineral shell |
| 5 | terran blessing |
| 6 | tremor |
Cave-In
- subterrane geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You cause the world to tremble, showering your enemies with rocks.
You create a localized cave-in, focused on a 5-ft radius 20-ft tall cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failure, the creature takes 1d10 earth damage, and half as much on a success.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Claustrophobia
- subterrane geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You force a creature to consider the walls closing in, entombing them forever...
Choose a creature you can see within range. That creature must make a Wisdom saving throw, taking 1d10 psychic damage on a failure.
Creatures with a burrow speed are immune to this power.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Earth's Embrace
- subterrane geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You entice the earth to rise up and grasp an enemy.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as earth damage.
You create a zone of impeding earth, focused on a 5-ft radius area centered on a point within range. Each creature in the area must make a Strength saving throw. On a failure, the creature takes 1d6 earth damage, and if its hit points are equal to or less than this power's threshold value, must make another Strength saving throw or gain slowed until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Mineral Shell
- subterrane geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 round
You cover yourself and your allies in sharp-edged mineral crystals, shielding you and harming enemies.
You and all allies within 30 feet reduce all bludgeoning, piercing, and slashing damage taken by your bending ability modifier until the end of your next turn. Whenever this effect reduces damage in this way, the origin of that damage takes that much damage.
Geomancy Upgrade. The damage reduction is multiplied at 5th level (×2), 11th level (×3), and 17th level (×4).
Terran Blessing
- subterrane geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 minute
The blessing of the earth touches you and your allies, protecting you from harm.
You and all allies within range of you gain 1d6 temporary hit points, which last for up to 1 minute. Creatures that have temporary hit points granted by this power also have resistance to bludgeoning, piercing, and slashing damage.
Geomancy Upgrade. The temporary hit points granted increase by 2d6 when you reach levels 5 (3d6), 11 (5d6), and 17 (7d6).
Tremor
- subterrane geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You cause the earth to shake, harming and disorienting your foes.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as earth damage.
You create a localized quake, focused on a 5-ft radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failure, the creature takes 1d6 earth damage, and if its hit points are equal to or less than this power's threshold value, must make a Charisma saving throw, gaining confused until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Swamp
The swamp terrain is comprised of places where there is enough water for it to be stagnant and gross, or the ground is otherwise wet and soft, and there is abundant plantlife like reeds and tall grasses but no living trees. If it's not fun to be standing in, you're probably in swamp terrain.
Gaia: Swamp
| 1d6 | Geomancy Power |
|---|---|
| 1 | antivenom |
| 2 | bottomless bog |
| 3 | phantom |
| 4 | poison mist |
| 5 | sinkhole |
| 6 | will o' wisp |
Antivenom
- swamp geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: Concentration, up to 1 minute
Small exposure to lesser toxins can improve the body's response to them.
You and all allies within range can spend a Hit Die, and regain that many hit points. In addition, end the poisoned status on any creature affected by this power, and all
creatures affected by it gain resistance to poison damage and are immune to the poisoned condition for the duration.
Bottomless Bog
- swamp geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
You submerge an area in water.
When you bend this power, roll 3d6, which is this power's threshold value; this is treated as poison damage.
You create a bottomless pit of sludge at a point within range, which engulfs a 5-ft radius. Each creature in the area must make a Dexterity saving throw. On a failure, the creature takes 1d6 earth damage, and if its hit points are equal to or lower than this power's threshold value, must make a Constitution saving throw, gaining death on a failure.
Creatures immune to the poisoned condition are immune to this power.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 3d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 9d6), and 17 (4d6, 12d6).
Phantom
- swamp geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
Marshes are renowned for their spookiness, and you call upon this element to frighten a creature.
Choose a creature you can see within range. The target must make a Charisma saving throw, and on a failure takes 1d6 psychic damage and is frightened of you until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Poison Mist
- swamp geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You cause poisonous gas to seep from the ground.
You create a thick miasma at a point within range, which occupies a 5-ft radius sphere. Each creature in the area must make a Constitution saving throw. On a failure, the creature takes 1d6 poison damage and is poisoned until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Sinkhole
- swamp geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: Instantaneous
You cause the muck to grasp onto a creature and attempt to pull it into the sodden earth.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as earth damage.
Choose a creature you can see within range. If it has hit points equal to or less than this power's threshold value, that creature must make a Constitution saving throw. On a failure, it gains immobilized until the end of your next turn, and must make a Strength saving throw, gaining death on a failure.
Creatures immune to the poisoned status are immune to this power.
Geomancy Upgrade. The threshold value increases by 4d6 when you reach levels 5 (6d6), 11 (10d6), and 17 (14d6).
Will O' Wisp
- swamp geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
Strange ghostly lights assault your enemy's body and spirit.
Choose a creature you can see within range. The target must make a Wisdom saving throw, taking 1d6 fire damage and gaining sleep until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Underwater
The underwater terrain consists of anywhere deep under water, far from the surface. If it would take you at least a minute or so for you to break the surface, or otherwise can't see the surface and are surrounded by water, you are probably in underwater terrain.
Gaia: Underwater
| 1d6 | Geomancy Power |
|---|---|
| 1 | abyssal dark |
| 2 | bubble curtain |
| 3 | pressure |
| 4 | steam vent |
| 5 | waterspout |
| 6 | water's solace |
Abyssal Dark
- underwater geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
The darkness of the depths surrounds your enemies, shrouding their vision.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as poison damage.
You create a zone of utter darkness at a point within range, which occupies a 5-ft radius sphere. Each creature in the area must make a Constitution saving throw. On a failure, the creature takes 1d6 poison damage, and if its hit points are equal to or lower than this power's threshold value, must make a Strength saving throw, gaining blinded until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 4d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 10d6), and 17 (4d6, 14d6).
Bubble Curtain
- underwater geomancy
- Bending Time: Action
- Range: Self (20-ft radius)
- Duration: 1 round
A wall of bubbles surrounds you and your allies, absorbing noisome energies.
Until the end of your next turn, whenever you or an ally within 20 feet of you would take damage from a spell, power, or similar effect that is not bludgeoning, force, piercing, or slashing damage, reduce that damage by your bending ability modifier.
Geomancy Upgrade. The additional damage is multiplied when you reach levels 5 (×2), 11 (×3), and 17 (×4).
Pressure
- underwater geomancy
- Bending Time: Action
- Range: Self (20-ft radius)
- Duration: 1 round
You create a zone of variable pressure around you, disrupting your enemy's attacks.
Each creature within 20 feet of you must make a Constitution saving throw. On a failure, that creature has disadvantage on attack rolls until the end of your next turn.
Creatures immune to magnetic damage are immune to this power.
Steam Vent
- underwater geomancy
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: Instantaneous
You unleash a blast of superheated steam.
You create a wave of steam in a cone emanating from
you. Each creature in the area must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or 1d8 fire damage if the creature is at least partially submerged in water.
Waterspout
- underwater geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You turn a pressurized jet of water onto a foe.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 1d10 water damage to the target.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Water's Solace
- underwater geomancy
- Bending Time: Bonus Action
- Range: 30 feet
- Duration: Instantaneous
Water can soothe all hurts, given time.
Choose either yourself or an ally you can see within range. The target can spend a Hit Die to regain that many hit points, and make a saving throw against an effect that a saving throw can end.
Geomancy Upgrade. The target can spend an additional Hit Die when you reach levels 5 (2), 11 (3), and 17 (4).
Urban
The urban terrain consists of any kind of decently-sized civilized settlement. If you can't see the sides of the edge of a town or city that are opposite each other, or otherwise could travel for around a minute from your current location in a mostly-straight line and still be in the settlement, you are probably in urban terrain.
Gaia: Urban
| 1d6 | Geomancy Power |
|---|---|
| 1 | acid rain |
| 2 | carve model |
| 3 | forged in iron |
| 4 | hurly-burly |
| 5 | marble armor |
| 6 | mirror |
Acid Rain
- urban geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You condense noxious fumes in the air into an acidic burning rain.
You create a localized torrent of acid rain, focused on a 5-ft radius 20-ft tall cylinder centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failure, the creature takes 1d6 acid damage and gains exposed (1d6) until the end of your next turn.
Geomancy Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Carve Model
- urban geomancy
- Bending Time: Action
- Range: 30 feet
- Duration: 1 round
You call upon the local landscape to turn your target into its newest feature.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as earth damage.
Choose one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 earth damage, and if its hit points are equal to or less than this power's threshold value, it must make a Dexterity saving throw, gaining petrified until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 4d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 10d6), and 17 (4d6, 14d6).
Forged in Iron
- urban geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 minute
A deep frost coats the weapons of you and your allies.
For the duration, the weapons you and all allies within range of you deal additional damage equal to your bending ability modifier, and when an ally hits with a weapon, that ally also rolls a d20, scoring a critical hit if the result is the same as the result on the die for their attack roll.
Geomancy Upgrade. The additional damage is multiplied when you reach levels 5 (×2), 11 (×3), and 17 (×4).
Hurly-Burly
- urban geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You amplify a creature's senses, tuning them to the loud noises of civilization.
Choose a creature within range. That creature must make a Wisdom saving throw, taking 1d10 thunder damage on a failure.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Marble Armor
- urban geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 minute
You cover yourself and your allies in urban cladding, protecting you from harm.
You and all allies within range of you gain 1d10 temporary hit points, which last for up to 1 minute.
Geomancy Upgrade. The temporary hit points granted increase by 2d10 when you reach levels 5 (3d10), 11 (5d10), and 17 (7d10).
Mirror
- urban geomancy [gaia]
- Bending Time: Action
- Range: 30 feet
- Duration: 1 round
You call upon the vanity of man to defend an ally from unusual powers.
You or a willing creature you can see within range gains reflect until the end of your next turn.
Geomancy Upgrade. You can target up to one additional creature when you reach levels 5 (2), 11 (3), and 17 (4).
Volcanic
The volcanic terrain is comprised not just of literal volcanos, but also ash fields, basalt columns, and other sorts of geological formations that can only be formed through active volcanic activity. If you can see lava, magma, lots of ash, or obsidian, you're probably in volcanic terrain.
Gaia: Volcanic
| 1d6 | Geomancy Power |
|---|---|
| 1 | firewall |
| 2 | forged in fire |
| 3 | hotspot |
| 4 | lava burst |
| 5 | magma surge |
| 6 | toxify |
Firewall
- volcanic geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 minute
Ablative rocks engulf you and your allies, shielding you.
You and all allies within range of you gain 1d6 temporary hit points, which last for up to 1 minute. Creatures that have temporary hit points granted by this power also have resistance to fire damage.
Geomancy Upgrade. The temporary hit points granted increase by 2d6 when you reach levels 5 (3d6), 11 (5d6), and 17 (7d6).
Forged in Fire
- volcanic geomancy
- Bending Time: Action
- Range: Self (30-ft radius)
- Duration: 1 minute
The weapons wielded by you and your companions burst into flame.
For the duration, the weapons you and all allies within range of you are wielding deal fire damage in addition to their normal types, and deal additional fire damage equal to your bending ability modifier.
Geomancy Upgrade. The additional damage is multiplied when you reach levels 5 (×2), 11 (×3), and 17 (×4).
Hotspot
- volcanic geomancy
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
With a gesture, a whorl of flame leaps to engulf a creature.
Make a ranged geomancy attack against a creature you can see within range. On a hit, you deal 1d10 fire damage to the target.
A flammable object hit by this power starts burning if it isn't being worn or carried.
Geomancy Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Lava Burst
- volcanic geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
From beneath the ground, a gush of lava engulfs your foes.
You call forth lava upon a point within range, creating a plume in a 5-ft radius 20-ft high cylinder. Each creature in the affected area must succeed on a Dexterity saving throw or take 1d12 fire damage.
Geomancy Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Magma Surge
- volcanic geomancy
- Bending Time: Action
- Range: Self (15-ft cone)
- Duration: Instantaneous
A wave of burning magma envelopes your enemies.
You create a wave of magma in a cone emanating from you. Each creature in the area must make a Dexterity saving throw, taking 1d6 fire damage and gaining exposed (1d4) until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the size of the cone increases by 5 feet when you reach levels 5 (2d6, 20 feet), 11 (3d6, 25 feet), and 17 (4d6, 30 feet).
Toxify
- volcanic geomancy [gaia]
- Bending Time: Action
- Range: 60 feet
- Duration: Instantaneous
You call forth noxious gasses from beneath the earth.
When you bend this power, roll 2d6, which is this power's threshold value; this is treated as poison damage.
You create a cloud of noxious fumes at a point within range, which occupies a 5-ft radius sphere. Each creature in the area must make a Constitution saving throw. On a failure, the creature takes 1d6 poison damage, and if its hit points are equal to or lower than this power's threshold value, must make another Constitution saving throw, gaining poisoned until the end of your next turn on a failure.
Geomancy Upgrade. The damage increases by 1d6 and the threshold value increases by 4d6 when you reach levels 5 (2d6, 6d6), 11 (3d6, 10d6), and 17 (4d6, 14d6).
Appendix: Status Effects
This section details the various new conditions and status effects in this document.
Astra
When you would gain a negative status effect (any status effect you do not want), that status and this status negate each other.
Confused
You behave as per the confusion spell.
Cursed
When you would make an ability check, attack roll, or saving throw, roll the die indicated by this status and subtract it from the result.
Dazed
You cannot take Reactions, and on your turn, you can choose to do only one of the following: take an Action; take a Bonus Action; or use your movement.
Death
You are reduced to 0 hit points and fail 3 death saving throws.
Eject
You are removed from existence. You cannot take actions, cannot be targeted, and the durations of other effects you are suffering do not elapse.
Exposed
When you are attacked, you can roll the die indicated by this status and subtract it from your AC for that attack.
Float
You float a foot off the ground. While you are floating, you ignore difficult terrain, do not trigger floor-based traps, do not take environmental damage from the ground, and can traverse liquids or other similar terrain as though they were solid ground.
Frog
You are transformed into a frog for the duration. While transformed, you completely replace all of your statistics with those of a normal frog.
If you are reduced to 0 hit points, this status ends.
Hobbled
Your movement speeds are halved, rounded down to the nearest 5-foot increment.
Standing up from prone while you have this status consumes all of your movement.
Image
You have a number of illusory duplicates equal to the number indicated by this status.
Each time you are attacked, roll a number of d6 equal to the number indicated by this status. If any d6s rolls a 3 or higher, one of your duplicates is hit instead of you, and the duplicate is destroyed, reducing the number indicated by this status by 1.
The duplicates otherwise ignore all other damage and effects.
This status ends when your last duplicate is destroyed.
Creatures with the blinded condition, blindsight, or truesight ignore this status.
Immobilized
Your movement speeds are reduced to 0.
If you were flying when you gained this status, you begin falling.
Reflect
When you succeed on a saving throw against an effect that did not create an area of effect, you deflect the effect back at the effect's origin, who is then treated as the target of the effect.
Regen
At the start of each your turns, you can roll a Hit Die, and regain that many hit points.
Protect
When you are attacked, you can roll the die indicated by this status and add it to your AC for that attack.
Rattled
You cannot take Reactions.
Shell
When you make a saving throw, you can roll the die indicated by this status and add it to your result.
Sleep
You are affected as by the sleep spell.
Slowed
You are affected as by the slow spell.
Strained
You cannot regain hit points.
Weakened
All damage you deal is halved, before taking resistance, vulnerability, or other forms of damage reduction into account.
Miscellany
Art Credits
Art is listed in the order that it appears.
- Geomancer Class Icon: Ahkâm
- Geomancer Art — Geomancer: Xulia Vicente
- Geomancer Art — Katara: Caro-Oliveira
- Geomancer Art — Lava Bender: Sarah Rhoads
- Geomancer Art — Swirling Ambition: Monzart
- Geomancer Art — Azula: Fatharani Yasmin
- Geomancer Art — Tamarys, Earthshaker: Dire Wolf Digital
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