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Geomancer: Advanced Class Information

Last month we introduced the Geomancer class. In this article, Josh Gentry provides you with three new geomancer orders - Order of the Apothecary (mystical healers), Order of the Architect (builders and protectors), and Order of the Rune Knight (wielders of elements in war). Illustrated by Julio Rocha and Tan Ho Sim.

Geomancer: Advanced Class Information

Comments

Metal suggestion - cloud of daggers!

Tyler Ciscell

Josh's classes always get all the comments :p Seriously though super glad it is being enjoyed! The geomancer pitch was solid as rock and I'm keen to the class concept generally. ^__^

Mike Myler

That's a good list, pretty similar to my own. I tried to stay away from effects that weren't direct manifestations of elements, though, just so the list didn't get TOO broad and felt more thematic. Like I didn't use flame arrows because it's an indirect effect (adding fire to something, rather than just creating fire). I tried to avoid concentration level buffs and debuffs also; I personally would rather see the geomancer focusing on highly visible, environmental effects. Some other spells I added wear searing smite for 1st level Fire, and I moved absorb elements to Metal (since absorb elements both protects and gives a damage buff, I felt it fit Metal's more offensive nature better.) I'm also debating adding some of the paladin Aura spells to the Chi spells for Apothecary. Ideally, I'd like to see each element have about 2-3 spells per spell level, and Earth having 3-4, since it's the element that should be available almost all the time.

Matthew Gesus

Also, variant expanded spell list: CANTRIPS Control Flames*, (Create Bonfire)*, Druidcraft, (Fire Bolt)*, (Frostbite)*, Mending, Mold Earth*, Produce Flame, (Ray of Frost)*, Resistance, Shape Water, Shillelagh, (Thorn Whip)*, True Strike EARTH 1st - Shield, Absorb Elements*, Earth Tremor* 2nd - Earthbind*, Dust Devil*, Maximilian's Earthen Grasp*, Shatter 3rd - Erupting Earth*, Merge into Stone*, Protection from Energy, Wall of Sand* 4th - Fabricate [only with earth/stone]*, Stone Shape, Stoneskin 5th - Greater Restoration, Transmute Rock*, Wall of Stone FIRE 1st - Burning Hands 2nd - A's Scorcher*, Flame Blade, Flaming Sphere*, Heat Metal, Pyrotechnics*, Scorching Ray* 3rd - Fireball, Flame Arrows*, Lightning Bolt, M's Minute Meteors* 4th - Fire Shield*, Wall of Fire 5th - Flame Strike, Immolation* METAL 1st - Shield of Faith, T's Floating Disk* 2nd - Hold Person, Levitate*, Magic Weapon 3rd - Dispel Magic, Magic Circle, Sending* 4th - Banishment, Fabricate* [only with metal], M's Faithful Hound* 5th - Hold Monster, Steel Wind Strike* WATER 1st - Create or Destroy Water, Fog Cloud, Ice Knife* 2nd - Invisibility, S's Snowball Swarm* 3rd - Sleet Storm, Tidal Wave*, Wall of Water*, Water Walk 4th - Control Water, Ice Storm*, Watery Sphere* 5th - Cone of Cold, Maelstrom* WOOD 1st - Entangle, Ensnaring Strike*, Hail of Thorns* 2nd - Barkskin, Spike Growth 3rd - Plant Growth 4th - Blight, Grasping Vine* 5th - Contagion*, Tree Stride, Wrath of Nature* SIXTH LEVEL Conjure Fey, Druid Grove*, Guards & Wards, Heal, Investiture of Flame/Ice/Stone/Wind*, Move Earth, True Seeing, Wall of Ice*, Wall of Thorns* SEVENTH LEVEL Delayed Blast Fireball*, Fire Storm*, Force Cage, Plane Shift, Regenerate, Reverse Gravity, Whirlwind* EIGHTH LEVEL A's Horrid Wilting*, Control Weather, Demiplane, Earthquake, Incendiary Cloud*, Maze, Mighty Fortress*, Tsunami* NINTH LEVEL Astral Projection, Foresight, Meteor Swarm*, Storm of Vengeance*, Time Stop, True Resurrection, Wish NOTES All new additions are marked with an asterisk. Damaging cantrips are in brackets as it's worth considering how they change the flavour of the class. Many of the additions are damaging - personally I wouldn't include some spells which have ongoing damaging effects like Meteor Swarm or Storm of Vengeance, but for the benefit of others I've included every spell with some elemental flavour. The metal list was the hardest to expand. I focused on spells which use metal objects as the material components, those which matched the theme of planar barriers/manipulation and anything to do with magnetism. The wood list was also difficult and does intrude somewhat on Ranger territory, but it's hard not to.

Alex Keen

Still really liking this class. Order of the Rune Knight and Order of the Conqueror seem to share quite a lot of design space. Rune Knight is clearly the all-out damage dealer variant of the class, which makes me think the Conqueror could be pushed in a more support/buff direction. Maybe instead of Extra Attack, when you make an attack, you can use a bonus action to direct one of your companions to strike and they can use their reaction to make a weapon attack, somewhere between the Battlemaster's Commander's Strike and the Beast Conclave RevRanger's Coordinated Attack? Similarly, as a 10th level ability, instead of you getting additional damage, give that to your allies while they have temp HP from your Stone's Blessing.

Alex Keen


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