Wizard
Base Class: Wizard

Users of Geomancy mold the earth into powerful yet extraordinarily volatile attacks.. wielding the unstable power of the earth, a Geomancer controls the battlefield with overwhelming power. As you learn to manipulate the world around you, your abilities become more stable or in some cases significantly more volatile.

Geomancers require a sound mind and body or risk destroying themselves with their own spells, capable of casting with either Intelligence or Constitution.

 

NOTES: I got Geomancy spells in my other homebrew.

Geomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Geomancy spell into your spellbook is halved.

Stable Spells

Beginning at 2nd level, you gain resistance to the self-damage done by Geomancy spells.

Active molder

At the 6th level a Geomancer can reroll self damage dice,  you must use the new roll.

Geomantic release

Starting at level 10 a Geomancer can choose to take full (Unresisted) self-damage from a Geomancy spell of their choice instead of expending a spell slot.

Volatile release

Starting at 14th level a Geomancer can cast any spell as a reaction at the cost of rolling double self damage dice.

Previous Versions

Name Date Modified Views Adds Version Actions
1/27/2023 2:26:11 AM
2
0
1
Coming Soon
1/27/2023 2:39:59 AM
2
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes