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Geomancer: Basic Class Information

The Geomancer class is a spellcaster who uses the environment to tailor their magic, turning the surrounding elements into potent weapons and tools.

Geomancer: Basic Class Information

Comments

Thank you for the detailed reply, I appreciate you taking the time! Just one clarification for you - the war domain cleric can deal that extra damage only once per turn (per the power description). My main worry with sovereign strike is that the class gets two attacks per round, and is adding that damage to each hit. So 20 damage vs. 14. Add in haste or two-weapon fighting and it can get silly. Anyways, great class! Just read the advanced options too and they also rock :-)

Tyler Ciscell

Woop woop! Glad to hear you're digging it Tyler! I've put your comments to Josh but admit that I'm skeptical. We may revert Stone's Blessing to be an action instead of a bonus action (it is kind of a big thing) but are pretty comfortable with the limiters on it as is--there's a feat that effectively does this 3/day with 10 minutes of talking and getting to use it quickly so to make Stone's Blessing worthwhile, you can use it while still having the "meat" of your turn. As for Sovereign Strike--a war domain cleric does 9 (2d8) with each hit starting at 14th level, that's always on, and it doubles. Sovereign Strike has more limitations on it and is static so we've got it at 10th (still in that gaming sweet spot between 5th and 12th level). That said we'll see what Josh says and I'll let you know (and by all means, tweak the class to your liking for your home games :D).

Mike Myler

Ok one more thing. The conqueror ability to deal extra melee damage is very cool. However I think it should be equal to their conqueror dice, rather than twice that number. Adding +10 damage to all melee attacks, every combat (5 combats a day or more) when they get two melee attacks/round, is too strong. Or it could be +10 damage, but only for the next round after using stone's blessing.

Tyler Ciscell

The only real question/issue I saw is that stone's blessing is very, very powerful once you get to around 10th level or so. Granting 5 PC's each 15 temporary HP....is a lot of temporary HP. And you can do it 5 times a day, as a bonus action! Maybe make it a standard action instead? The geomancer seems very focused on buffing allies rather than using a damaging cantrip. Which is cool! Stone's blessing seems to be the heart of the class. So possibly even making stone's blessing at-will would be reasonable, as a trade-off for it becoming a standard action.

Tyler Ciscell

This is great!!

Tyler Ciscell

I really like this - it's the elemental warrior that the Eldritch Knight and the Way of Four Elements Monk didn't quite capture. The main issue is obviously going to be consistency - until level 5, you don't have anything more damaging than your cantrips when you're on a boat (assuming a wooden boat doesn't count as a plant, being dead), which is kind of sucky for a caster. Once you take into account Xanathar/Elemental Evil/Sword Coast Adventurer's Guide spells, there's a lot more flexibility. It's a really nice midpoint between having a set spell list that only changes every level and having to prepare from a massive list each day.

Alex Keen

As always we are very keen on feedback so thank you for sharing your thoughts! :D ________ Author: It's an interesting idea. Geomancer flavor really has nothing to do with warlock flavor, though. I'm having difficulty imagining who such an entity could be, although that they bestow a sacred stone could be really cool. Perhaps that could be a new Pact Boon too. Obviously, 10th and 14th level powers of worth come from the Orders, and I'm not sure which one would really be the best. As for the "limited environmental benefit," I can see how it would be nice to emphasize what the benefit is. Unstatedly, the benefit is versatility of spell choice. I can see how it would be nice to highlight or add benefits. If this class "screams conjuration," then that is the connection that is actually strange. Evocation and divination are the schools centered in this class, and if we have to edit features to make that clear, I am comfortable with that. ___________ It's a little premature to cast the entire class as an archetype--the Advanced article has another 3 geomancer archetypes, although I've had a well-received quadruple-patron warlock archetype so that's not disqualifying in itself. I think Josh's point about the flavor not exactly fitting for a warlock is valid however, and there's a *lot* that geomancers do which warlocks don't. Frankly I think the bigger issue is getting the same out of an archetype that we're getting out of this class. The amount of reworking you'd need to do to get the AoE-support out of a geomancy warlock would quickly make it stop looking like a warlock--if I had to choose a class to archetype this concept, a cleric with tricked out channel energies (and more of them) would be the route I'd go. Removing material components for spells makes good sense with the elemental restrictions! Don't forget the variant for Expanded Elements by the by. I'll see specifically what Josh thinks about the components bit. Geomancy is defined as 1. the art of placing or arranging buildings or other sites auspiciously; 2. divination from configurations seen in a handful of earth thrown on the ground, or by interpreting lines or textures on the ground. Thus the focus on divination magic. Thank you again for your critique! I'm keen to hear your thoughts on the Advanced article! :D

Mike Myler

I feel like this could have just been a Warlock subclass(es) instead of a whole class? It feels fairly underwhelming feature-wise. You could just have it be: 1st - Elemental Patron Expanded Spells + Stone's Blessing 6th - Wholesome Stone 10th - Elemental Rapport (Really underpowered tho) 14th - Elemental Radiance (Also super underpowered) Then just tie everything else to pact-specific invocations. There's nothing particularly novel about this class other than further limiting yourself based on environment with no real benefit to it (such as removing the need for material components for the spells). There's also a weird focus on divination magic when, outside *contact other planes*, everything about this class screams conjuration.

Joshua Crouch


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