Base Class: Druid
Most Druids are capable spellcasters able to utilize magic that shifts earth, moves rock, or shapes stone. Few however, specialize in this form of magic to such a degree as the Geomancer. These Druids are able to sense leylines, which are powerful torrents of primal magic that flow through the earth like rivers of energy, and they are able to tap into these flows of power to both enhance the effects of their spellcasting and to locate nearby minerals and ores within the land itself. This powerful Circle of Druid magic is commonly employed by Humans, Wood Elves and Mountain Dwarves, and is so ancient in its origin that no race remembers how this tradition began, but groves of these druids aren't exactly rare as far as Druids are concerned.
Geomancers are utilized for many purposes throughout the world. For humankind, they are seen as protectors and cultivators of life. Among elvenkind, they are less common, but they become the penultimate shapers of land to allow for fruits and vegetables to be grown in gardens that are suspended among the trees of their civilizations. Then also, among dwarves, they are the ultimate seekers of ores for their people to excavate from the earth. These druids have even been found in service to more evil ends, as they are formidable combatants as well.
Circle Spells
2nd-level Circle of the Geomancer feature
Your magical knowledge of earth and stone, coupled with your connection to the natural leylines grants you access to certain spells. At 2nd level, you gain access to the Earth Tremor spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Geomancer Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Geomancer Spells
| Druid Level | Spells |
|---|---|
| 2nd | earth tremor |
| 3rd | earthbind, spike growth |
| 5th | erupting earth, meld into stone |
| 7th | gravity sinkhole, stone shape |
| 9th |
passwall, wall of stone |
Bonus Proficiencies
2nd-level Circle of the Geomancer feature
When you choose this Circle at 2nd level, you gain proficiency with Cartographer's Tools and the Herbalism Kit.
Earthen Talent
2nd-level Circle of the Geomancer feature
When you choose this Druid Circle at 2nd level, you learn the fundamental techniques essential to the Geomancer. You learn the Magic Stone and Mold Earth cantrips and the Shield spell is added to your Druid spell list and always counts as a prepared spell for you. This does not count against your total number of prepared spells. Additionally, when you cast Shield this way, you create a crystalline apparition of force that lingers longer than usual, and you retain the bonus to your armor class until the beginning of your next turn as long as you do not move or are not moved more than 5 feet.
Sense the Dragon's Line
6th-level Circle of the Geomancer feature
At 6th level, you learn a ritual which informs you of the features of the earth itself and sets within yourself a resonance with any nearby Leyline energy. You perform a 10 minute ritual, and once it is finished, you gain the following benefits:
- you know the layout of the land's natural features, leylines, and landforms (but not buildings or other structures) within a radius of 3 miles of where the ritual was performed.
- you know the location of any minerals and ores within a radius of 3 miles of where the ritual was performed.
- you know the location of any earth elementals within a radius of 3 miles of where the ritual was performed.
- choose one when you cast this ritual: you gain a +1 bonus to spell attack rolls with your Druid spells or the spell save DC of your Druid spells increases by 1.
- whenever you deal bludgeoning damage with a Druid spell, you may add your Proficiency modifier to the total damage once on each of your turns.
These benefits last for a number of hours equal to your Wisdom modifier, and once you have used this ritual, you must finish a long rest to perform it again.
Rage of the Earth
10th-level Circle of the Geomancer feature
At 10th level, you learn to use your magical abilities to lash out with earth, stone, whipping dust, and jagged rocks. As an action, you designate a 15 foot radius cylinder area within 120 feet and creatures of your choice in that area make a Dexterity saving throw at your spell save DC. If they fail, they are dealt 8d6 bludgeoning damage, and their speed is reduced to half while they remain in the area, or half as much damage on a successful save and their speed is not reduced. The area remains as a whirling, blistering sandstorm for a number of rounds equal to your Wisdom modifier, in which all creatures have partial cover, all Wisdom (Perception) checks are at disadvantage, and the area is difficult terrain. You can use this ability a number of times equal to your Proficiency Bonus before you must finish a long rest to use it again.
Additionally, you are now far more in tune with the earth itself and can sense even small perturbations of soil nearby. You gain tremorsense in a 15 foot radius emanating from you.
Earthen Masteries
14th-level Circle of the Geomancer feature
At 14th level, you gain the ability to transform yourself into a Greater Earth Elemental, one of the huge, plodding, powerful embodiments of the earth itself. The Greater Earth Elemental becomes one of your Wild Shape forms, and you may transform into this form following the rules of Wild Shape, but fully assuming the stats of the monster for the duration of your Wild Shape. If you expend an extra use of Wild Shape to assume this form, you can cast Druid spells up to level 5 that do not have material components while you are in this form.
Additionally, any kind of Earth Elementals you summon with a spell do not become angered or go wild if you lose concentration on the spell, and instead become ambivalent to you and your allies. These creatures will simply take every opportunity to leave the area they were summoned to, and if they cannot, they will defend themselves but otherwise be docile.
Lastly, you can now move and shift yourself through the earth rapidly due to your mastery of moving it magically. You have a burrowing speed equal to half your speed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/4/2022 10:36:26 PM
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56
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15
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1.0
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Coming Soon
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