The Geomancer Fluff that I will definitely add in once I get really inspired. Probably something really cool, about a guy doing geomancy and stuff.<img More Fluff Stuff I'll also put more fluff stuff here some day, but I'm pretty sure y'all know what Geomancers are . Come on now.

The Geomancer Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Terrain Master, Fighting Style — — — — — 2nd +2 Spell Casting, Geomancy 2 — — — — 3rd +2 Climate Immunity, Specialization 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Alter Terrain 4 2 — — — 7th +3 Specialization Feature 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Bend The Earth 4 3 2 — — 11th +4 Improved Geomancy 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Wrath of Nature 4 3 3 1 — 15th +5 Specialization Feature 4 3 3 2 — 16th +5 Ability Score Improvement, Sixgun Poisoner 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Circle of Life 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Specialization Feature 4 3 3 3 2 Class Features As a Geomancer, you gain the following class features. Hit Dice: 1d10 per geomancer level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per geomancer level after 1st. Proficiencies Armor: Light armor and medium armor, shields

Weapons: Simple weapons, martial weapons Saving Throws Strength, Wisdom Skills Choose two from Athletics, Insight, Intimidation, Nature, Survival, and Medicine Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) 5 javelins or (b) any simple melee weapon

(a) a dungeoneer’s pack or (b) an explorer’s pack

Chain mail and a druidic focus

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Land Master You value fighting intelligently and utilizing the land around you. As a bonus action you can enter a stance that gives you full master of the 5ft square you are occupying when entering that stance. So long as you occupy this square you gain a +1 bonus to attack rolls and AC while occupying that terrain until the beginning of your next turn. Terrain Master You are intimately familiar with all types of environment, whether they be natural or man made. You gain proficiency in nature checks. If you already have proficiency in nature checks, you may add twice your proficiency bonus to nature checks. While traveling for one or more hour continuously in the same type of terrain, you gain the following benefits. Difficult terrain doesn’t slow your group’s travel.

Your group can’t become lost except by magical means.

When you forage, you find twice as much food as you normally would.

While tracking other creatures, you learn their exact number, their sizes, and how long ago they passed through the area. In addition to that, difficult terrain will never impede or slow your movement speed, even if you haven’t explored that terrain for a continuous hour. Spell Casting By 2nd level, you have learned to draw on druidic and elemental magic through bonding with the world around you to cast spells as a Druid does. See chapter 10 of the player’s hand book for the general rules of spellcasting. The Geomancer spell list is detailed below. Preparing and Casting Spells The Geomancer table shows how many spell slots you have to cast your spells. To cast one of your geomancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of geomancer spells that are available for you to cast, choosing from the geomancer spell list. When you do so, choose a number of geomancer spells equal to your Wisdom modifier + half your geomancer level, round down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level geomancer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of geomancer spells requires time spent bonding with the land around you: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your geomancer spells, since their power derives from the strength of your knowledge and bond with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a geomancer spell you cast and when making an attack roll with one. Spell Save DC = 8 + proficiency bonus + Your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting focus You can use your druid focus (see chapter 5 of the player’s handbook, “Equipment”) as a spellcasting focus for your geomancer spells.

Geomancy By 2nd level, you have gained the ability to channel the energy from the land around you. You manifest powerful effects of nature to destroy your foes, benefit your allies, and increase your combat capabilities. As an action you channel energy from the land in a 30ft area around you, this area is reduced by 5* Wisdom modifier (down to a minimum of 5ft). Once you channel energy from an area, you may not channel energy from that area again for at least 24 hours. The effect produced by channeling energy from the land depends on what kind of terrain you’re currently occupying. For example, channeling the energy of snow-capped forests will produce a wildly different effect than channeling the energy of sweltering desert sand. On top of the differences between terrain, there is a distinct difference between channeling the energy from a terrain for the intent of bane or boon. Abilities will be separated by their intent as well as their terrain. If there are two terrain types that encompass your channeling area, then you will automatically generate the Untyped effect as outlined below. Pitfall(Bane): So long as you’re occupying a square that can be classified as soil, wasteland, or man made road that bears no stone you may use this effect. Choose a square you can see within 30ft of you and select it as your target. That 5ft square will lower itself by 20ft for 1 minute. If a target is occupying this square he must make a Dexterity save or 1d10 bludgeoning damage on a failed save and half as much on a successful save upon hitting the lowered ground. This damage will increase by 1d10 at 5th, 11th, and 16th level. Pit Rise(Boon): So long as you’re occupying a square that can be classified as soil, wasteland, or man made road that bears no stone you may use this effect. Choose a square that you can see within 30ft of you and select it as your target. That 5ft square will raise itself by 5ft for 30 seconds. If a creature is occupying this square he gains advantage on attack rolls against creatures on lower ground. Waterball(Bane): So long as you’re occupying a square that can be classified as a river, canal, lake, ocean, or waterfall you may use this effect. Choose a creature within 30ft of you that you can see and designate them as a target. After selecting a target you launch a massive ball of solidified water at the target. That target must make a Dexterity save or take 2d10 cold damage on a failed save and half as much on a successful one. This damage will increase by 1d10 at 5th, 11th, and 16th level. If the target fails their save they will be knocked back 10ft. Purify(Boon): So long as you’re occupying a square that can be classified as river, canal, lake, ocean, or waterfall you may use this effect. Choose a creature within 30ft of you that you can see and designate them as a target. After selecting a target you bless them with a cascade of purified water. For 1 minute they gain advantage on Constitution saving throws. Hell’s Ivy(Bane): So long as you’re occupying a square that can be classified as grassland, underbrush, or vinery you may use this effect. Choose a creature within 30ft of you and designate them as a target. After selecting a target tendrils of plant life will lash out from the ground beneath you. The target must make a Dexterity save or take 1d10 damage on a failed save and half as much on a successful save. On a failed save the target will be constricted by vines and must make a Strength check at the beginning of his round to break free of them. While constricted the target will not be able to move. Heaven’s Flora(Boon): So long as you’re occupying a square that can be classified as grassland, underbrush, or vinery you may use this effect. Choose a 15ft area of terrain that you can see and designate as your target. The targeted land will become helpful terrain to those you designate as an ally. Helpful terrain will carry allies along without requiring them to use any of their movement while traveling across it. This effect will not alter the terrain in respect to Geomancy abilities. This effect will last a number of rounds equal to 1 + Wisdom Modifier and is subject to concentration checks while active. Tremor(Bane): So long as you’re occupying an area made of solid stone you may use this ability. Select a 5ft area within 30ft of you that you can see. That square is designated as the target. The ground in a 15ft area of the target will begin to shake violently, all creatures occupying that 15ft area must make a Dexterity check or fall prone. Stabilize(Boom): So long as you’re occupying an area made of solid stone you may use this ability. Select a 15ft area within 30 ft of you that you can see. This square is designated as the target. The 15ft area will become covered in solid stone for 1 minute. While covered in solid stone the terrain will no longer be difficult terrain if it was before the ability was used, and it cannot be altered into difficult terrain while this ability is active.

Will-o-Wisp(Bane): So long as you’re occupying an area that is made of wood you may use this ability. Select a creature within 30ft of you that you can see. That creature must make a Dexterity save or take 1d10 fire damage on a failed save and half as much on a successful save. This damage increases by 1d10 at 5th, 11th, and 16th level. On a failed save the target must also make a Wisdom save or fall asleep. Good Spirits(Boon): So long as you’re occupying an area that is made of wood you may use this ability. Select a creature within 30ft of you that you can see. That creature will gain the aid of a helpful spirit for up to 1 minute subject to concentration. While under the effects of the helpful spirit they gain the effects of blindsight. Sand Storm(Bane): So long as you’re occupying an area made of sand, salt, or gravel you may use this ability. All creatures in a 15ft cone in front of you must make a Dexterity save and take 2d6 slash damage on a failed save or half as much on a successful save. This damage increases by 1d6 at 5th, 11th, and 16th level. On a failed save creatures will not be able to maintain concentration for a number of rounds equal to 1 + Your Wisdom Modifier. Sand Barrier(Boon): So long as you’re occupying an area made of sand, salt, or gravel you may use this ability. Select a creature within visual range of you and designate them as your target. Your target will gain the effects of a protective barrier of sand. The next melee attack made against that target will be made with disadvantage and the next ranged attack made will be nullified. Ice Shards(Bane): So long as you’re occupying an area covered in ice, snow, or slush you may use this ability. Select a creature within 30ft of you that you can see. That creature must make a Dexterity save and take 1d10 cold damage on a failed save and half as much on a successful one. This damage increases by 1d10 at 5th, 11th, and 16th level. Ice Over(Boon): So long as you’re occupying an area covered in ice, snow, or slush you may use this ability. Select a creature within 30ft of you that you can see. That creature will gain the cool protective power of ice. It gains a +1 bonus to AC and resistance to fire and cold damage for 1 minute. Untyped: So long as you’re occupying an area that can be classified as a combination of any of the terrains described above, you must channel this effect. Select a creature within 30ft of you that you can see. That creature must make a Dexterity save or take 1d8 force damage. This damage increases by 1d8 at 5th, 11th, and 16th level. On a failed save that creature’s movement speed is reduced by half until the beginning of your next turn. Climate Immunity: Beginning at 3rd level you have become acclimated to all types of environment. You will no longer suffer the effects of excessive heat, cold, or any other non-magic based climate effect that you may encounter. Alter Terrain: Beginning at 6th level you’ve gained mastery over yourself, and thus have gained mastery over the world around you. As an action you may transmute one type of terrain into a different type of terrain. You will affect an area equal to 5ft * Your Wisdom Modifier. When that terrain is transmuted you may select a terrain as outlined by your Geomancy ability above. This effect will not restore a terrain’s energy, if you have channeled energy from a terrain and you transmute it the terrain will still be exhausted.

You may not transmute a 5ft area of terrain more than once every 24 hours, if you attempt to transmute a terrain that has already been transmuted it will remain unaffected.

This effect will last for 1 hour.

You may use this ability a number of times per day equal to 1 + Cha modifier (minimum of once) Bend The Earth: Beginning at 10th level you have gained the ability to bend the earth around you. As an action you may alter the shape of any terrain that you can see. Select an area of 10ft and you may turn it into one of the following forms. You may use this ability once per short or long rest. You may create a 15ft line of half cover

You may create a 10ft line of 3 quarters cover

You may create a 5ft line of total cover

You may create a protective dome, this dome will encase a target in a 5ft area and protect them completely from being targeted and from targeting someone else. In addition to that, anyone inside the dome will become immune to area of effect abilities. This dome has a number of hit points equal to (1 + Wisdom Modifier)*Proficiency bonus. When the dome takes enough damage, it will dissipate. Improved Geomancy: At 11th level you have gained the ability to better channel the energy from the terrain beneath you. You may now use any Geomancy abilities as a bonus action, but doing so will automatically drain the terrain in a 30ft area regardless of your Wisdom modifier. Wrath of Nature: At 14th level you channel the complete and utter fury of nature. You may now add your Wisdom modifier to all damage dealt by Geomancy effects. In addition to that, each time you use your Geomancy ability you gain advantage on your next attack roll.

Circle of Life: Beginning at 18th level you have mastered the ability to dictate the flow of life in the land around you. Each time a creature is killed within visual range of you, you may use your reaction to restore all terrain in a 60ft area of that creature. Doing so will allow you to channel energy from that terrain again, even if it has already been channeled from in the last 24 hours. Specialization: Beginning at 3rd level you may choose to specialize your Geomancing skills. There are two types of specialization to choose from, Weather Master and Elemental Knight. Weather Master You have gained complete mastery of the climate as well as the terrain around you. You gain the ability to channel and alter the climate around you during your Geomancing effects. Weatherization Beginning at 3rd level you gain the ability to exert control over the weather around you. The following effects are added to your Geomancy abilities: Sunbeam(Bane): So long as there is unobstructed sunlight, you may use this effect. You channel the energy of the sun being cultivated in the terrain you’re occupying. You shoot out a burst of light in a 15ft cone in front of you, all creatures affected must make a Constitution save or take 2d6 radiant damage on a failed save and half as much on a successful save. This damage increases by 1d6 at 5th, 11th, and 16th level. On a failed save creatures will have disadvantage on the next attack roll they make. Sunlight(Boon): So long as there is unobstructed sunlight you may use this effect. You channel the energy of the sun being cultivated in the terrain you’re occupying. You shoot out a burst of positive energy in a 15ft cone in front of you. All creatures affected will healed an additional 1d4 health whenever any effect restores hit points to them for the next minute. This increases by 1d4 at 5th, 11th, and 16th level. Wind Slash(Bane): So long as there is a wind current, you may use this effect. You channel the energy of the wind blowing through the terrain you’re occupying. You lash out a whip of air current at a single creature you can see within 60ft of you. That creature must make a Dexterity save and take 2d6 piercing damage on a failed or half as much on a successful one. This damage increases by 1d6 at 5th, 11th, and 16th level. On a failed save the target’s AC will be reduced by 1 for 1 minute. This effect is not cumulative. Guiding Wind(Boon): So long as there is a wind current, you may use this effect. You channel the energy of the wind blowing through the terrain you’re occupying. Select a single target that you can see, that target will be surrounded by winds blowing towards them. All ranged attacks made against them will be made with a +2 bonus to damage. This damage increases by +1 at 5th, 11th, and 16th level. This effect will last for 30 seconds. Storm(Bane): So long as it is raining, you may use this effect. You channel the energy of the storm raining down upon the terrain you’re occupying. You call down thunder on a single creature within 30ft of you that you can see. That creature must make a Dexterity save and take 1d10 Thunder damage on a failed save and half as much on a successful save. This damage increases 1d10 at 5th, 11th, and 16th level. On a failed save the target is incapable of taking an action or bonus action until the beginning of your next turn. Stormy Clouds, Clear Minds(Boon): So long as it is raining, you may use this effect. You channel the energy of the storm raining down upon the terrain you’re occupying. You may use the calming power of rain to grant up to 3 allies within visual range of you advantage on Wisdom saves against mind altering effects for the next minute. Blizzard(Bane): So long as it is snowing, you may use this effect. You channel the energy of the snow falling down upon the terrain you’re occupying. All creatures in a 15ft area centered around you must make a dexterity save and take 1d10 cold damage on a failed save or half as much on a successful one. This damage increases by 1d10 at 5th, 11th, and 16th level. On a failed save movement speed of the affected creatures is reduced to 0 until the beginning of your next turn. Numbing Chill(Boon): So long as it is snowing, you may use this effect. You channel the energy of the snow falling down upon the terrain you’re occupying. You may choose one ally within visual range of you and numb his body to physical pain. That target will gain resistance to piercing, bludgeoning, and slashing damage. This effect will last up to 1 minute subject to concentration. Climatization: Beginning at 7th level you have gained the ability to alter the weather around you. As an action you can alter the weather in an area around you equal to 5* Wisdom modifier to reflect one of your Weatherization abilities outlined above. This effect will last for 1 hour and unlike Alter Terrain you may alter the weather in an area any number of times and it will restore the weather energy in an area.

You may use this ability a number of times per day equal to 1 + Cha modifier (minimum of once)

Attuned To The Weather: Beginning at 15th level you have become attuned to the weather around you in such a way that you may tap into natural arcane and divine power. When standing in specific weather as noted by your Weatherization ability you can a number of bonus spells added to your spells known that does not count against your spells prepared. In addition to that, you may cast these spells by using your Geomancy ability. Doing so will automatically drain the terrain in a 30ft area, and you must cast the spell at the level it is learned. Sunlight: Beacon of Hope, Flame Strike

Wind: Blink, Stinking Cloud

Rain: Lightning Bolt, Haste

Snow: Ice Storm, Sleet Storm Man-Made Disaster: Beginning at 20th level you’ve become an avatar of the weather. You may tap into the natural energy of all weather across the realm and channel into yourself for 1 minute. While under this effect you gain the following benefits. You gain resistance to all damage that is not physical, bludgeoning, piercing, or force damage.

You may alter the weather as a bonus action.

You may cast your bonus spells from Attuned To Weather without draining terrain

You may use this ability once every long rest and afterwards all terrain in a 60ft area will be completely drained.

Elemental Knight You have gained a mastery of the elements in your study of Geomancing. You choose to channel the energy around you into your weaponry and armor to augment your physical capabilities. Armored Knight: Beginning at 3rd level you gain proficiency in heavy armor and shields. Terrain Blade: At 3rd level, when you use your Geomancy ability, you may choose to forgo the effect designated by the ability in order to gain a different effect depending on what terrain you’re occupying. You may not have two terrain blade effects activated simultaneously. Pitfall: Your next melee weapon attack will deal an additional 1d10 bludgeoning damage. This damage increases by an additional 1d10 at 5th, 11th, and 16th level. When you strike a creature they must make a Strength save or be knocked prone. Waterball: Your next melee weapon attack will deal an additional 1d10 cold damage. This damage increases by 1d10 at 5th, 11th, and 16th level. When you strike a creature they must make a Strength save or be knocked back 15ft. Tremor: As an action you may make a melee spell attack against a creature. If successful that creature will be knocked prone. This effect will last for a number of rounds equal 1 + Wisdom Modifier. Will-O-Wisp: Your next melee weapon attack will deal an additional 1d10 fire damage. This damage increases by 1d10 at 5th, 11th, and 16th level. When you strike a creature they must make a Constitution save or fall asleep. Sand Storm: Your next melee weapon attack will deal an additional 1d10 slashing damage. This damage increases by 1d10 at 5th, 11th, and 16th level. When you strike a creature they must make a Constitution save or they will be unable to maintain concentration for a number of rounds equal to 1 + Your Wisdom Modifier. Ice Over: As a bonus action you may cause a 5ft area to become difficult terrain for a number of rounds equal to your proficiency modifier. This effect will last a number of rounds equal to 1 + Your Wisdom Modifier. Untyped: Your next weapon attack will deal an additional 1d8 force damage. This damage increases by 1d8 at 5th, 11th, and 16th level. Armed In Terrain: At 7th level you’ve gained the ability to channel the terrain reflexively to protect you. When you are successfully struck by an attack, you may use your Geomancy ability as a reaction. Doing so will automatically drain the energy of the terrain around you in a 45ft area centered on you. If the terrain is already drained you may not use this effect. Hardened By Earth: At 15th level your connection with the terrain has become deeply ingrained. Whenever you use your Terrain Blade ability you gain resistance to piercing, bludgeoning, and slashing damage until the beginning of your next turn. Avatar of Terrain: At 20th level you have become a champion and avatar of the terrain around you. As an action you may activate the form of the avatar for 1 minute. While in the form of the avatar you gain the following benefits. You gain resistance to piercing, slashing, and bludgeoning damage.

After using your terrain blade ability you gain immunity to those damage types until the beginning of your next turn.

You may alter the terrain as a bonus action.

You may use your terrain blade ability without draining the energy of the terrain around you.

You may use this ability once per long rest.