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Belle Flowerfall

1 Level (0 of 300 XP for level-up) Courtier Background Forest Fairy Race -- Alignment
Geomancer Class 1 1 Level

Strength 17
+3
Dexterity 15
+2
Constitution 13
+1
Intelligence 10
+0
Wisdom 11
+0
Charisma 16
+3
9 of 9
Hit Points
+2
Initiative
12
Armor Class
+5
Spell Attack Modifier
13
Spell Save DC: CHA
Hit Dice: 1 of 1
Hit Die: 1d8 +1
Walking 10ft, Flying 25ft
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+1 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+3 Deception CHA
+0 History INT
+2 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Staff Bell +5 STR 1d6+3 bludgeoning
 Versatile (1d8)
Staff Bell +5 STR 1d8+3 thunder
 Ring, Versatile (1d10)

Forest Fairy

  • Darkvision
  • Fey Ancestry
  • Speak with Small Beasts
  • Fairy Magic


Geomancer

  • Melodies
    • Ballad of Gales
    • Bolero of Fire


Courtier

  • Feature: Court Functionary

Features & Traits

Coins

  • 65 gold


Equipment

  • Fine Clothes
  • Diving Stick
  • Explorer's Pack
  • Smith's Tools or Tinker's Tools
  • Staff Bell

Equipment
Cantrips Known: 1 (Friends)
Known Spells: 3 (Healing Word, Thunderous Smite, Thunderwave)


Spellcasting
Weapons: Bells
Armor: Shields

Languages: Common, Sylvan, Elvish, Undercommon
Tools: Smith's Tools or Tinker's Tools
Languages & Proficiences
--
Personality Traits
--
Ideals
--
Bonds
--
Flaws
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Geomancer

overview

The Geomancer

-Spell Slots per Spell Level-

 
Level Proficiency Bonus Features Melodies Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Melodies 2 1 2 - - - - - - - -
2nd +2 Primordial Might, Star Sign 2 2 3 - - - - - - - -
3rd +2 - 2 3 4 2 - - - - - - -
4th +2 Primordial Might, Ability Score Increase 2 4 4 3 - - - - - - -
5th +3 - 3 5 4 3 2 - - - - - -
6th +3 Star Sign Improvement 3 6 4 3 3 - - - - - -
7th +3 - 3 7 4 3 3 1 - - - - -
8th +3 Primordial Might, Ability Score Increase 3 8 4 3 3 2 - - - - -
9th +4 - 4 9 4 3 3 3 1 - - - -
10th +4 Star Sign Improvement 4 10 4 3 3 3 2 - - - -
11th +4 - 4 11 4 3 3 3 2 1 - - -
12th +4 Ability Score Increase 4 12 4 3 3 3 2 1 - - -
13th +5 - 5 13 4 3 3 3 2 1 1 - -
14th +5 Star Sign Improvement 5 13 4 3 3 3 2 1 1 - -
15th +5 - 5 14 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Increase 5 14 4 3 3 3 2 1 1 1 -
17th +6 - 6 15 4 3 3 3 2 1 1 1 1
18th +6 Ancient Power 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 6 15 4 3 3 3 3 2 1 1 1
20th +6 Child of Isekai 6 15 4 3 3 3 3 2 2 1 1
hit dice 1d8 per Geomancer level
hit points at 1st level 8 + your Constitution modifier
hit points at higher levels 1d8 (or 5) + your Constitution modifier per geomancer level after 1st
armor proficiencies Shields
weapon proficiencies Bells
tools Smith's Tools or Tinker's Tools
saving throws Strength, Charisma
skills Choose three from Athletics, Arcana, Intimidation, Nature, Performance, Persuasion and Survival.
starting equipment
You start with the following equipment, in addition to the equipment granted by your background: 
  • (a) a Compass or (b) a Divining Stick
  • (a) an Explorer’s Pack or (b) a Priest’s Pack
  • (a) Smiths’ Tools or (b) Tinker’s Tools
  • (a) Two Hand Bells or (b) One Staff Bell. Either of these can be used as your spell casting focus
spellcasting
You have the ability to cast spells by ringing specially made bells that resonate with the natural music of the world, to others they may sound like music or a single, crisp note but regardless they have the ability to elicit a response from the environment. You can use your Bell as a focus to cast all your spells from the list below.   Geomancer Spells

1st Level


Absorb Elements
Alarm
Animal Friendship
Bane
Bless
Cause Fear
Ceremony
Charm Person
Command
Create or Destroy Water
Dissonant Whispers
Earth Tremor
Entangle
Fog Cloud
Healing Word
Tasha’s Hideous Laughter
Sleep
Speak with Animals
Thunderous Smite
Thunderwave
Zephyr Strike

2nd Level


Aid
Animal Messenger
Blindness/Deafness
Calm Emotions
Dust Devil
Earthbind
Enthrall
Gift of Gab
Gust of Wind
Knock
Pass without a Trace
Shatter
Silence
Suggestion
Zone of Truth

3rd Level


Bestow Curse
Dispel Magic
Erupting Earth
Fast Friends
Fear
Mass Healing Word
Meld into Stone
Melf’s Minute Meteors
Motivational Speech
Remove Curse
Speak with Dead
Speak with Plants
Spirit Guardians
Thunder Step
Tidal Wave
Tongues
Wall of Sand
Wall of Water
Water Breathing
Water Walk
Wind Wall

4th Level


Banishment
Compulsion
Confusion
Death Ward
Dominate Beast
Grasping Vine
Guardian of Nature
Stone Shape
Stoneskin
Storm Sphere
Watery Sphere

5th Level


Control Winds
Creation
Dominate Person
Hallow
Legend Lore
Maelstrom
Mislead
Passwall
Synaptic Static
Transmute Rock
Wall of Stone
Wrath of Nature

6th Level


Bones of the Earth
Druid Grove
Flesh to Stone
Forbiddance
Irresistible Dance
Mass Suggestion
Move Earth
Wind Walk
Word of Recall

7th Level


Crown of Stars
Divine Word
Etherealness
Plane Shift
Power Word Pain
Reverse Gravity
Sequester
Teleport
Whirlwind

8th Level


Antimagic Field
Antipathy/Sympathy
Control Weather
Demiplane
Dominate Monster
Earthquake
Mind Blank
Power Word Stun
Tsunami

9th Level


Gate
Meteor Swarm
Power Word Heal
Power Word Kill
Psychic Scream
Storm of Vengeance
 

Spell Slots 

The Geomancer table shows how many spell slots you have to cast your Geomancer spells of 1st level and higher. To cast one of these Geomancer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 2nd-level spell Gust and have a 2nd-level and a 3rd-level spell slot available, you can cast Gust using either slot.  

Spells Known of 1st Level and Higher 

You know two 1st-level spells of your choice from the geomancer spell list   The Spells Known column of the Geomancer table shows when you learn more Geomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the geomancer spells you know and replace it with another spell from the geomancer spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability 

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to connect with the dormant power of the environment. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a geomancer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Ritual Casting 

You can cast a Geomancer spell as a ritual if that spell has the ritual tag and you have it prepared.  

Spellcasting Focus 

You can use a large Bell as your spell casting focus for your geomancer spells.   

Bells

Below is a list of Bells that the Geomancer uses for their weapons and their spell casting focus. These are considered exotic strength-based weapons that have a special property called Ring. The Ring property has a different hit die and it can only be used by Geomancers, it has a range of 5 feet unless the weapon has reach and is considered to be a strength-based attack. Different weapons can be outfitted with bells but Geomancer bells cannot use their Ring property with a finesse weapon.    
Bell Name Price Properties Damage
Hand Bell 10 Gold Light, Ring 1 Bludgeoning or 1d6 Thunder
Great Bell 35 Gold Heavy, Two-Handed, Ring 1d6 Bludgeoning or 1d12 Thunder
Staff Bell 20 Gold Versatile, Ring 1d6, 1d8 Bludgeoning or 1d8, 1d10 Thunder
Ornate Bell 75 Gold Light, Magical, Ring 1d4 Bludgeoning or 2d8 Thunder
Triangle 15 Gold Two-Handed, Ring 1 Bludgeoning or 1d8 Thunder
Cowbell 5 Gold Light, Ring 1d4 Bludgeoning or 1d4 Thunder
Sleigh Bells 20 Gold Reach, Ring 1d4 Bludgeoning or 1d8 Thunder
class features

Melodies

You have the ability to use melodies by hitting a particular note or resonance with your Bells, these simple melodies are such that they need to be prepared each morning. Each Melody must be played at the beginning of your day, the required time is ten minutes for each melody. After you perform a Melody you can still hear the slight echo of it if you hold the bell to your ear, this echo will persist for 24 hours.   Melodies are powerful notes that can only be created through the use of your Geomancer Bells. Each of these Melodies will have a passive effect that will persist throughout the day with your party and then you can call upon its full power in a similar way to how Wizards and Sorcerers use cantrips. Each Melody will have three attributes: passive, focused and area.   You can prepare an amount of Melodies equal to the Melodies Known number in the Geomancer class chart, but you must use one Geomancer Bell for each Melody. A Bell can only hold one melody at a time for each day and you will have to use it in your hand(s) as a weapon in order to call upon the power of the focused or area attribute. The Passive attribute of a Melody is in effect after you prepare it but only while it is in your possession.   You can switch out the Melodies that you know anytime that you gain a Geomancer level. You do not forget Melodies you just attune to music that you hear in the world to pursue other Melodies.   You can choose from the following list of Melodies:  

Minuet of Forest

The trees sway in motion with the happenings of the world, all around the plants slowly grow and rustle in accordance with the great dance of life. You tap into the natural power of plant life around you with this melody to ask the plants of the world for help. The plants nearby emit a strangely sweet scent, their pollen assists in you in hazing the mind of your opponents.   Passive – You gain the ability to cast Speak with Plants once per day and natural foliage is not considered difficult terrain for you.   Focused (Action – You must be in a place with living plants) Choose a creature that can hear you within 30 feet, that creature makes a wisdom saving throw. On a fail, you have advantage on Charisma checks (Deception, Intimidation, Persuasion) until a minute passes or until they take damage.   Area - (Bonus Action) All creatures that can hear you within 10 feet are affected, creatures make a wisdom saving throw and, on a fail, they become charmed and they have disadvantage on attack rolls against you until your next turn.  

Ballad of Gales

Fairies and Magic dance on a growing breeze with delight, it whirls and spins through the air before crashing to the ground with a powerful burst of wind. You tap into the natural power of the air around you with this melody to tame the slashing fingers of wind. A vortex of wind is summoned to disembowel your opponents.   Passive – You have resistance to slashing damage and your move speed increases by 10 feet.   Focused – (Action – Concentration – You must be in a place with air) Choose a creature that can hear you within 30 feet, that creature makes a dexterity saving throw. On a fail that creature takes 1d6 slashing damage, at the beginning of each of its turns that creature must make a dexterity saving throw and, on a fail, it takes 1d6 slashing damage. If the creature succeeds the spell will end, the effect will cling to the creature until they move more than 120 feet away from you as long as they continue to fail their saving throw.   Area – (Bonus Action) All creatures that can hear you within 10 feet are affected, creatures make a dexterity saving throw and, on a fail, they take 1d6 slashing damage.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Bolero of Fire

The crackling of wood as it sparks to life brings warmth and security, it soon turns into a roaring flame that pushed back the night and warms the soul. You tap into the natural power of fire around you with this melody whether it is from the burning torch in your hand or the sun up above. A flash of fire is summoned that engulfs your opponents.   Passive – Your form is covered in wisps of flame that flare up when a creature hits you with a melee attack, that creature will take fire damage equal to your Geomancer level + your Charisma modifier.   Focused – (Action – You must be in a place with sunlight or an open flame) Choose a creature that can hear you within 30 feet, that creature makes a dexterity saving throw. On a fail that creature takes 1d10 fire damage. A flammable object hit by this spell ignites if it is not being worn or carried.   Area – (Bonus Action) All creatures that can hear you within 10 feet are affected, creatures make a dexterity saving throw and, on a fail, they take 1d6 fire damage.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Serenade of Water

The sound of running water over stone fills the world with hope and life, it continues on through rivers and lakes as it rushes to meet the great seas where it joins into mighty waves. You tap into the natural power of water whether it is moving or a stagnant body. A torrent of water is summoned that promptly slams into your opponents.   Passive – You gain the ability to breathe water and you gain a swim speed equal to your movement speed.   Focused - (Action – You must be in a place with more than 10 gallons of water) Choose a creature that can hear you within 30 feet, that creature makes a strength saving throw. On a fail that creature takes 1d8 bludgeoning damage and is knocked prone. Open flames are extinguished with this spell and objects are soaked in a burst of water.   Area - (Bonus Action) All creatures that can hear you within 10 feet are affected, creatures make a dexterity saving throw and, on a fail, they take 1d4 bludgeoning damage and are knocked prone.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Lullaby of Isekai

The spirit of the world also rests and dreams, when night covers the land it slows and enters a state of rest that allows it to rejuvenate and come to life with the rising sun. You tap into the natural power of the slumbering world. A strange energy comes from your melody and lulls both friend and foe into a restful sleep.   Passive – You cannot be put to sleep by magical means and you automatically succeed stealth checks to move silently around sleeping creatures.   Focused - (Action – Your target cannot be undead or a construct) Choose a creature that can hear you within 30 feet, roll 1d8. This creature has taken “sleep damage” which will remain on that creature until it either dies or the sleep damage equals its current hit points, in which case it will fall asleep or until 1-minute passes. Sleep damage is cumulative.   Area - (Bonus Action) All friendly creatures that can hear you as they are getting ready to take a long rest are affected, creatures will gain all of their Hit Dice back instead of half upon finishing this long rest.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Nocturne of Shadow

Night falls across the land and shadows creep out from their places, under the trees and from deep underground they reach across the land seeking to cover all things until the morning comes again. You tap into the natural power of the shadows of the world with this melody. A hand or tendril made of darkness is summoned to sap the strength of your opponents.   Passive – You gain dark vision, if you already have dark vision then you gain superior dark vision.   Focused - (Action – You must be in a place closed off from natural sunlight or it must be night time) Choose a creature that can hear you within 30 feet, that creature makes a constitution saving throw. On a fail that creature takes 1d6 necrotic damage, its hit point maximum is reduced to its current hit points until it finishes a long rest.   Area - (Bonus Action) All creatures that can hear you within 10 feet are affected, creatures make a constitution saving throw, and on a fail, they are blinded until the beginning of your next turn.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Prelude of Light

Dawn reaches up over the horizon and the shadows of night scatter in fear, the warm light takes the world in an instant and to bring both life and hope to the world. You tap into the natural power of light with this melody. Bright rays of intense sunlight strike down your opponents and aid your allies.   Passive – If you would be reduced to 0 hit points you will be reduced to one instead, this only works once per day. Instant kill effects or effects that would destroy your body upon reaching 0 hit points do not work.   Focused - (Action – You must be in a place effected by the daylight spell or with natural sunlight) Choose a creature that can hear you within 30 feet, that creature makes a constitution saving throw. On a fail that creature takes 1d12 radiant damage.   Area - (Bonus Action) All creatures that can hear you within 10 feet are affected, creatures make a constitution saving throws, and on a fail, they take 1d6 radiant damage.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Requiem of Spirit

The sound of a silver bell echoes across the canyon, hearts and minds alike gain awareness and center themselves with the spirit of the world. You tap into the world’s soul and sync your own with it, the small piece that you can wield is used to lash out. An eerie and ancient energy that seems to run through all creatures strikes at their consciousness and subjugates your opponents.   Passive – While you are not wearing armor your AC is calculated as 8 + Proficiency + your Charisma modifier.   Focused – (Action) Choose a creature that can hear you within 60 feet, that creature makes a Charisma saving throw. On a fail, that creature takes 1d8 force damage.   Area – (Action) All creatures that can hear you within 10 feet are affected, hostile creatures make a Charisma saving throw. On a fail, hostile creatures take 1d4 force damage and friendly creatures gain 1d4 temporary hit points.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Chorus of Stone

The sound of rock tumbling down the side of a mountain fills the air, stone bounces and clacking against the rocky hillside. You tap into the natural power of stones and boulders, the mountains and titanic pieces of rock that exist in the world. You embody the energy of stone within your own form and become tougher than other creatures.   Passive – You gain a number of temporary hit points equal to your Geomancer level + your strength modifier.   Focused – (Bonus Action) You can make an attack roll with a Bell in your hand by using your bonus action, you may use your modifiers to hit and to roll damage.   Area – (Reaction) All friendly creatures that can hear you within 10 feet are affected, those creatures add 1 to their AC until the start of your next turn.   The Area aspect of this spell adds an additional 1 AC to its effect at 5th, 11th, and 17th level.  

Elegy of Earth

The silence of the earth and its firm stability underfoot, the shifting of sands breaks the silence as the great tectonic plates moves and earthquakes erupt forth to move the entire world. You tap into the natural power of the earth beneath your feet. The earth reaches out to grasp and contain your opponents.   Passive – You have resistance to bludgeoning damage and your AC increases by 1.   Focused - (Action – You must be outside with dirt or a natural surface underfoot) Choose a creature that can hear you within 30 feet that is either on the ground or in contact with an earthen surface, that creature makes a strength saving throw. On a fail, that creature is restrained. At the beginning of each of its turns that creature must make a strength saving throw and, on a fail, it takes 1d8 bludgeoning damage. If the creature succeeds the spell will end, the effect will keep a creature restrained as long as they continue to fail their saving throw.   Area - (Reaction) You create a barrier of earth around you when a creature rolls an attack against you, this barrier of earth raises your AC by 1 against this attack.   The Area aspect of this spell adds an additional die (Focused) and an additional 1 AC (Area) to its effect at 5th, 11th, and 17th level.  

Frozen BossaNova

The sound of snowflakes falling softly onto fresh snow, the wind pierces through animals and trees as water turns to ice in an instant. You tap into the natural power of ice and snow, the dangerously low temperatures of the far north. A white mist is summoned that is capable of freezing your opponents.   Passive – You are not affected adversely by extreme cold or hot temperatures or changes in altitude.   Focused - (Action – You must be in a cold area or be near ice or snow) Choose a creature that can hear you within 30 feet, that creature makes a dexterity saving throw. On a fail, that creature takes 1d8 cold damage and its speed is halved until the beginning of your next turn.   Area - (Reaction) All creatures that can hear you within 10 feet are affected, creatures make a dexterity saving throw, and on a fail, they take 1d4 of cold damage and can take no reactions until the start of your next turn.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Song of Storms

The sound of a gathering storm fills the air, the temperature begins to drop and the sky darkens as rain beings to fall and a flash of lightning streaks across the sky. You tap into the natural power of the storm and the lightning that it wields. The raw power of the storm is summoned in the form of electrical energy that strikes down your opponents.   Passive – You know the weather for the next 24 hours and you have advantage on dexterity saving throws against spells that deal lightning damage.   Focused - (Action – You must be in an area where you can see the open sky) Choose a creature that can hear you within 30 feet, that creature makes a dexterity saving throw. On a fail, that creature takes 1d8 lightning damage but if it is wearing metal armor it takes 1d12 lightning damage instead.   Area - (Bonus Action) All creatures that can hear you within 10 feet are affected, creatures make a dexterity saving throw, and on a fail, they take 1d4 lightning damage but if they are wearing metal armor they take 1d8 lightning damage instead.   These effects increase in power by adding another die at 5th, 11th and 17th level.  

Aria of Healing

The sound of a beating heart, all creatures that thrive and live in the land of Isekai share a will to live and flourish that comes from the primordial spirit of the world itself. You tap into the natural power of the will to live that exists within all life. The power of life provides you with vitality, helps you to heal faster than normal and taps into the survival instinct of other creatures to ensure their survival.   Passive – You have advantage on death saving throws and when you roll hit die during a short rest you can take the maximum value for those hit die instead of rolling.   Focused - (Action) If a creature has been knocked unconscious and is within 30 feet of you then you can stabilize this creature if nothing interferes with it hearing your melody (such as the silence spell).   Area - (Bonus Action) All friendly creatures within 10 feet of you are affected, those creatures have advantage on the next saving throw that they would make between now and your next turn.  

Sonata of the Shackled Land

The sound of the ground that is settled, the countryside that has given way to a town or now holds a city proudly atop a hill like a crown as people move busily like ants around a nest. You tap into the natural power of the world in places that have been settled by cities or towns. You exert control over debris, shattered glass, rocks or any other loose elements that may be used to attack your opponents.   Passive – You have resistance to piercing damage and you gain a climbing speed equal to your movement speed.   Focused - (Action – You must be in an area that is currently a town, cities or ruins thereof) Choose a creature that can hear you within 30 feet and up to two creatures that are within 5 feet of that creature, those creatures makes a dexterity saving throw. On a fail a creature takes 1d6 piercing damage.   Area - (Bonus Action) All creatures within 10 feet of you are affected, those creatures make a dexterity saving throw, and on a fail, they take 1d4 piercing damage.  

Lyric of the Ancients

The sound of a far-off past echoes, it comes in the form of stories, laughter and the lives of creatures that live in the world today but it is only a shadow of the past and nothing more. You tap into the power of the past as it echoes through the lands and the lives of creatures that live today. You exert control over these echoes and shadows of the past so that they can inform you of your surroundings in great detail.   Passive – You have proficiency in the perception skill while you have this melody prepared, if you already have proficiency then you add double your proficiency bonus to your perception checks while this melody is prepared.   Focused - (Action - Concentration) You extend your senses out to 30 feet, around the corridors and behind walls as a form of echo location. While you are concentrating on this Melody you can use an action to discern the location of invisible creatures that are within 30 feet of you. This Melody lasts for 10 minutes.   Area - (Bonus Action) You can grant friendly creatures within 10 feet of you the ability to use tremor sense out to 30 feet, they can use this for one perception check or one turn in combat.  

Scarecrow Melody

The existence of a creature that should not be, the strange aura of things that are not of this world echo across it often and tell the strange story of what it is like to encounter things from beyond this realm. You tap into the memories of the world and its encounters with beings that are unwelcome within it. You exert control over these feelings and memories to gain control over your own destiny.   Passive – You can reroll a natural 1 when it comes up as an attack roll or a saving throw, this can only be done once per day.   Focused - (Action) Choose a creature that can hear you within 30 feet, that creatures makes an intelligence saving throw. On a fail that creature takes 1d8 psychic damage and they have disadvantage on concentration checks until the beginning of your next turn.   Area - (Reaction) When a creature within 10 feet of you makes an attack roll you can deal 1d4 of psychic damage to that creature, if it rolls a natural 20 it does not receive the benefits of a critical hit.  

Primordial Might

At 2nd level you have learned to harness the power of nature around you. It responds and resonates when you use your Bell’s special property (Ring) to deal damage or when a Melody damages a creature you may expend a spell slot to increase that damage. When you expend this spell slot you will leverage the innate power of the world around you to empower your attack to deal incredible amounts of thunder damage.   For expending one level 1 spell slot your Bell or Melody will deal an additional 2d6 thunder damage unless your Melody is affecting a group of creatures in that case it will deal an additional 1d6 thunder damage instead. For every spell slot above level 1 this feature will deal an additional 1d6 thunder damage.   If your Primordial Might feature would damage a construct then add an additional damage die.  

Child of Isekai

At 18th level, you have realized the depth of your connection to the world and cannot be separated from it easily. You cannot be banished or moved from your current plane of existence if you are unwilling, additionally effects like the Silence spell can no longer inhibit you from using your bells, Melodies or casting spells.  

Ancient Power

At 20th level, you gain the ability to have complete mastery over your connection to the innate power of the world. When you roll damage for one of your Geomancer Spells or one of your Melodies you can choose to set all the damage dice to their maximum value instead of rolling. This feature can only be used once before finishing a long rest.
subclass options

Star Sign

Sign of the Hero

Sign of the Hero

Those born under the sign of the hero have a desire to push themselves and seek out challenges, they find a calling to stand on the battlefield alongside worthy champions. Their affinity with close range combat makes them an adversary to behold and they specialize in bringing down single large foes. These Geomancers utilize their Bells and their raw strength to great effect, shattering both stone and steel with ease.  

Temperament of Boldness

When you choose this Star Sign at 2nd level, you gain proficiency with the Intimidation skill. If you already have proficiency with the Intimidation skill then you can add double your proficiency bonus to your Intimidation checks instead.  

Resolve of Steel

At 6th level, you gain proficiency with heavy armor and gain resistance to thunder damage, you cannot be deafened by natural or magical means.  

Titanic Swings

At 10th level, you gain access to a unique skill that allows you to deal more damage with each subsequent hit to the same target. Each time that you roll an attack and hit against a target, the next time you roll an attack against that same target you can add 1 to your attack and damage roll. This benefit can only be gained once per turn and cannot grant a benefit that is higher than your strength modifier.   If you roll an attack roll against this creature and miss or if you choose to not take the attack action against this creature then all the effects end immediately.   Consult the table below for the list of benefits that you gain from hitting the same target turn after turn with your Bells.  
Successive Hits Required Effect
2 Creature becomes Vulnerable to Thunder Damage
4 Creature has disadvantage on its' next attack.
6 Creature has disadvantage on its' first attack every turn.
8 Creature has disadvantage on Constitution saving throws.
10 Creature must make a Constitution saving throw against your spell save DC and on a fail it is stunned until the beginning of your next turn.
 

Primordial Burst

At 14th level, you gain access to an immensely powerful trump card when using your Bells as a weapon. You can change the damage dice for your Primordial Might feature from a d6 to a d12. This feature can only be used once before taking a long rest.
  Sign of the Mystic

Sign of the Mystic

Those born under the sign of the Mystic have an incredible connection to the world, their skills go beyond just manipulating the energies around them. Their affinity for drawing out the power of the world places special emphasis on recreating one place in particular, transforming the energies around them to suit their needs. These Geomancers have a personal stake, a tangible and emotional anchor that places emphasis on memories and places in the world.  

Temperament of Mysticism

When you choose this Star Sign at 2nd level, you gain proficiency with the Arcana skill. If you already have proficiency with the Arcana skill then you can add double your proficiency bonus to your Arcana checks instead.  

My Personal Terrain

At 6th level, you begin to lay the foundations for an ability that will allow you to transform an area into your own terrain. This can be a place that exists from memory, a fictional place from a storybook or an imagined place from your own dreams. At this stage you pick the time of day and the type of environment that it is from a list of: Artic, Coast, Desert, Forest, Grassland, Jungle, Mountain, Swamp, Underdark, Sea.   When you pick your terrain you can use an action and a spell slot to recreate your terrain, the level of spell slot dictates how much of an area that you overwrite and for how long. Using this feature will magically change the immediate area, it’s climate and the time of day to one from your memories for a short amount of time.   When you overwrite terrain using this feature you recreate all the natural energies associated with that place for the use of Melodies. Pick one Melody that can be used in your personal environment that will be associated with this place, that will be known as your personal Melody. You can use an action to have that Melody’s Focused attribute apply to any creature that is inside of the boundary of your personal terrain. You can target an amount of creatures with your personal Melody’s Focused attribute equal to your Charisma modifier.  
Spell Slot Size of Area Duration
1 30 foot diameter 2 rounds of combat
2 40 foot diameter 3 rounds of combat
3 50 foot diameter 4 rounds of combat
4 60 foot diameter 5 rounds of combat
5 70 foot diameter 6 rounds of combat
6 90 foot diameter 10 rounds of combat (1 minute)
7 120 foot diameter 12 rounds of combat
8 240 foot diameter 15 rounds of combat
9 500 foot diameter 10 Minutes
 

This is My World

At 10th level, your personal terrain has gained more power because your connection to that particular area has deepened and your recreation of that terrain has become more accurate. While you or a friendly creature stands in your personal terrain they have advantage on saving throws against spells and abilities of hostile creatures.   In addition, creatures cannot hide from you they are in your personal terrain. You can expend an action to know the location of all creatures in your personal terrain even if they are under the effects of invisibility or fly.  

You are Not Welcome

At 14th level, your personal terrain has reached perfection. When a hostile creature, as dictated by you, enters or starts its turn in your personal terrain it takes force damage equal to your Geomancer level + your charisma modifier.   In addition, if you or a friendly creature within the boundary of your personal terrain would fail a saving throw you can instead choose to succeed. You can use this feature three times before taking a long rest.

Courtier

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.   You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.   Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

Skill Proficiencies Insight, Persuasion
Languages Any two of your choice
Equipment A set of fine clothes and a pouch containing 5 gp

Features

Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Suggested Characteristics

Use the tables for the Guild Artisan/Guild Merchant background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.   The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Fairy

overview
ability score increase
+1 Dex, +1 Cha
age
Although fairies reach physical maturity at about the same age as humans, the fey understanding of adulthood goes beyond physical growth to encompass worldly experience. A fairy typically claims adulthood and an adult name around the age of 100 and can live to be 1500 years old.
alignment
Fairies are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Fairies are good-hearted, and even the tricksters among them are more playful than vicious.
Size
Small
speed
Walking 10ft, Flying 25ft
Languages
You can speak, read, and write Common and Sylvan.
race features
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Silvertongued
You have proficiency in the Persuasion skill.   Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Wings
At 10th level, fairies gain a pair of wings, the appearance of which is dictated by your subrace. Your flying speed increases to 50 feet. You can choose to summon these wings with an action, you cannot benefit from the added movespeed unless they have been summoned.   Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
description
Fairies are one of the major races in the land, it is said that they are charged with the safekeeping of names and titles as they can bestow great power on any race to include monsters.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

RiverFang.

Statblock Type

Character Sheet (2020)

Link/Embed