Geomancer
Antiquarian | Arcanist | Court Magician
Enclavist | Geomancer | Last Raven
Mage | Necromancer | Oozemancer
Pyromancer | Street Magician | Warmage
The Geomancer is acutely aware of the world’s ley lines and their outflow of magic into the land. By drawing on that power, these wizards harnesses the aspects of the landscape itself as their arsenal. Each environment is a new set of tools and a new source of power—all ready clay in their hands.
Ley Line Attunement
When you choose this archetype at 2nd level, you learn how to attune to a landscape and draw power from it. During a long rest , choose two spells of a level you can cast that are belong to the terrain school or a school that correlates to the region you completed your long rest in, as shown on the table below. These spells are considered wizard spells for you, and you may prepare them as though they were in your spell book without spending gold. These spells remain available to you in this way until your next long rest. If you are in a region not listed here (such as a custom region designed by your Narrator), the Narrator chooses 2–4 nonclassical spell schools for you to choose from.
Region | Spell Schools |
Blasted Badlands | Chaos, earth, fire, shadow |
Country Shire | Earth, good, law, plants, nature |
Feywood |
Chaos, plants, poison, nature |
Fiery Hellscape |
Acid, evil, fire, earth |
Flowing River |
Movement, nature, sound, water |
Frozen Wastes |
Air, affliction, cold, obscurement |
Haunted Lands |
Evil, fear, shadow, undead |
Lofty Mountains |
Air, cold, earth, thunder |
Open Roads |
Earth, movement, nature, teleportation |
Parched Sands |
Air, earth, fire, obscurement |
Restless Sea |
Lightning, storm, thunder, water |
Rolling Grasslands |
Earth, enhancement, plants, nature |
Tangled Forest |
Beasts, poison, plants, nature |
Underland Realm |
Affliction, fear, poison, shadow |
Unrelenting Marsh |
Affliction, poison, plants, water |
Urban Township |
Knowledge, law, technological, utility |
Wartorn Kingdom |
Chaos, compulsion, fear, weaponry |
Natural Studies
You gain 4 specialities from Nature or Survival. These are academic specialities. In addition, at 4th level and each time you learn a new elective study, you can instead choose to learn an exploration knack from the ranger class or a secret of nature from the druid class, as long as you meet the prerequisites. Your levels in wizard count as levels of the appropriate class for the purposes of these prerequisites.
Ley Line Amplification
Starting at 6th level, you’ve learned how to siphon power from nearby ley lines to empower your magic. Whenever you cast a spell chosen from your Ley Line Attunement feature, choose a creature in the spell’s area of effect. The chosen creature is affected according to the table below.
Damage dealt and temporary hit points gained by this feature increases to 2d6 when you reach 10th level, and again to 2d8 when you reach 15th level. A creature can only be affected by a region’s effect once every 24 hours.
Region | Amplification Effect |
Blasted Badlands | One creature makes a Wisdom
saving throw
, suffering a level of
strife
on a failed save. Creatures can remove levels of strife gained in this way by completing a short rest . |
Country Shire | One creature gains 2d4 temporary hit points. |
Feywood |
One creature makes a Charisma
saving throw
, and is
charmed
by you until the |
Fiery Hellscape |
One creature takes 2d4 additional fire damage. |
Flowing River |
One creature makes a Strength
saving throw
, and is pushed up to 15 feet in the |
Frozen Wastes |
One creature target takes 2d4 additional cold damage. |
Haunted Lands |
One creature takes 2d4 additional necrotic damage. |
Lofty Mountains |
One creature makes a Dexterity saving throw , and is knocked prone on a failed save. |
Open Roads |
One creature’s movement speed increases by 10 feet until the start of your next turn. |
Parched Sands |
One creature makes a Constitution
saving throw
, suffering a level of
fatigue
|
Restless Sea |
One creature takes 2d4 additional lightning damage. |
Rolling Grasslands |
One creature gains an additional 1d4 on their next attack , check , or saving throw . |
Tangled Forest |
One creature makes a Strength
saving throw
, and is
restrained
by plants until |
Underland Realm |
One creature makes a Wisdom
saving throw
, and is
frightened
by you until the |
Unrelenting Marsh |
One creature target takes 2d4 additional poison damage. |
Urban Township |
One creature makes a Wisdom
saving throw
, suffering a level of
strife
on |
Wartorn Kingdom |
One creature gains an additional 1d4 on their next attack , check , or saving throw . |
Geowave
Starting at 10th level, the terrain fluctuates around you whenever you draw from it and hinders your enemies. Whenever you cast a spell gained from your Ley Line Attunement feature, you can choose any number of creatures within 30 feet. Creatures chosen in this way must make a Strength saving throw . On a failed save, creatures are pushed 20 feet away from you and are knocked prone , and they treat the area within 30 feet of you as difficult terrain until the start of your next turn. Creatures within this area that you did not choose are unaffected.
If the spell’s slot level was 5th-level or higher, you can choose for the effected area to increase by 10 feet and the distance the creatures are pushed by 5 feet. You can increase these distances by the same amount for every slot level above 5th.
Ley Line Conduit
Starting at 14th level, you’ve learned how to access the entire network of ley lines rather than merely the nearest junction. Whenever you finish a long rest , you may select a second region of your choice for the purposes of your Ley Line Attunement and Ley Line Amplification features. A creature that has been affected by the effect of the first region can still be affected by the effect of the second region you choose.