Base Class: Druid
"Have you heard of geomancy? It may sound absurd to you, why waste your time draining power from the land when you could instead spend that time studying how to summon a giant ball of fire right under your foe's feet. In other circumstances I may tell you that you are right, but just today I saw a man do the same with the company I was going to use to chop off his forest, and let me tell you something, it does not matter how many books you read, you will never get to that level." - Some stranger during a bar conversation.
Similar to the circle of the Land, druids that follow this druidic tradition draw their power from earth, but unlike their land bretheren, the druids of the circle of the geomancy are more focused on channeling the elements of the nearby ecosystem through them, a more risky task which yields greatly powerful results. Druids that follow this tradition tend to be nomads, instead of staying in one place they will prefer to travel across many places, absorbing the essence of each land and becoming more wise and powerful.
Channel Elements
At 2nd level you gain the ability to channel the latent energy in the environment you are in. This allows you to summon powerful and devastating energies depending on the place you are in, but all of them can be equally destructive.
As an action you spend a spell slot from 1st to 5th level and chose an area of effect equal to a 20-foot diameter sphere in an area within 100 feet of you. Every creature in the area must make a saving throw equal to your spell save DC or take 2d8 points of the corresponding elemental damage per spell slot level.
Once you have used this feature you must succeed on a DC10 Charisma(Persuasion) check to be able to use it again. Every time you use it, the DC goes up by 5. If you fail this check, you regain the ability to use it again next dawn and the DC resets.
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Environment |
Damage Type |
Save Type |
|
Artic |
Cold |
Constitution |
|
Coast |
Lightning |
Dexterity |
|
Desert |
Fire |
Constitution |
|
Forest |
Poison |
Constitution |
|
Grassland |
Poison |
Constitution |
|
Hill |
Fire |
Dexterity |
|
Mountain |
Lightning |
Dexterity |
|
Swamp |
Poison |
Constitution |
|
Underdark |
Cold |
Dexterity |
|
Underwater |
Lightning |
Constitution |
|
Urban |
Necrotic |
Constitution |
Druidic Communion
At 2nd level, you gain the ability to channel nature in a way that allows you to become aware of everything that walks on the lands you are in.
While taking a short rest, you can perform a special ritual that allows you to fuse your senses with nature. This ritual's effects are similar to the Detect Evil and Good spell, but the range is 60 feet and it lasts for 10 minutes after the ritual is finished. If you spend a 1st level slot while performing the ritual you also are under the effect of the Detect Magic spell, which lasts for the same duration and you don't need to maintain concentration on the spell.
Finally, your attunement to nature allows you to be always conscious of your surroundings. When you finish a short or long rest in an environment, you gain blindsight on a range of 30-feet as long as you remain in the same environment. This benefit ends once you spend a short or long rest on a different environment.
Natural Recovery
Starting at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest
For example, when you are a 3th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level or two 1st level slots.
Greater Attunement
Starting when you reach 6th level on this class, you are able to use the power of nature to harm even those that are naturally able to live in the environment you are channeling.
When you cast a spell that deals damage of the same class as the environment's damage type, you add your Wisdom modifier to the damage of the spell.
Powerful Channeling
When you reach 10th level on this class, you gain the ability to cut through resistances from creatures who are used to the environmental dangers of the place you are chanelling.
When you deal damage with any of the features you obtained from this subclass, you ignore the resistances a creature may have against this damage type. Additionally, when a creature has immunity to the damage type of this feature it instead is considered just resistant against this damage type.
Overchannel
Starting at 14th level, you become incredibly attuned to nature, able to let it heal you as you channel it or let more energy pass through you, creating an even more lethal destruction. You gain the following benefits.
- When you use your Elemental Channeling feature you can chose a number of creatures up to your Wisdom modifier. Those creatures will have advantage on the saving throw against your feature.
- When you use your Elemental Channeling feature you gain a number of hit points equal to 5 times the spell slot spent.
- When you use your Elemental Channeling feature, you can decide to use an elemental overdrive. While you do this, the damage of the Elemental Channeling is 4d8 for every level of the spell slot spent instead of 2d8 and you add your Wisdom modifier times two instead of the normal bonus. Using the feature in this way cancels any of the previously mentioned benefits and counts as if you failed the Charisma (Persuasion) check for the Elemental Channeling and you cannot repeat the check at the end of a short rest. Finally, when you use the Elemental Channeling feature in this way you take an amount of damage equal to the spell slot's level multiplied by 5. This damage cannot be reduced in any way.
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