You have learned to tap into the mystical properties of
the land, giving you greater and more flexible magic
than other rangers. Geomancers have a deep connection
to certain types of terrain but can access the magic
inherent to any land they are in. Geomancers take
great pride in their reputation as some of the greatest
spellcasters among rangers.
Lever 3: Geomantic Resonance
When you choose this archetype at 3rd level, you learn
a ritual that takes 1 hour to complete and counts as
light activity for you. When you complete this ritual,
choose a terrain type you have selected with your
Natural Explorer feature or the terrain you’re currently
in (arctic, coast, desert, forest, grassland, mountain,
settlement, swamp, or the Underdark). If you are not
in a location that matches any of the terrain types, or
you are in a location that could match multiple terrain
types, your DM will decide which terrain your location
counts as. Until you perform this ritual again, you are
geomantically resonant with that terrain type.
[h3Level 3: Geomancer Magic
While you are geomantically
resonant with a terrain type, you know additional
spells depending on the type of terrain and your ranger
level, as shown on the tables below. These spells count
as ranger spells for you but don’t count against the
number of ranger spells you know.
Arctic
Coast
Desert
Forest
Grassland
Mountain
Settlement
Swamp
Underdark
Level 3: Invoke the Elements
Your attacks are enhanced with
the mystical elements of the land. The first time you
deal damage with a weapon attack each turn, you
deal 1d6 additional damage. The damage type of this
additional damage depends on your geomantically
resonant terrain type.
Terrain Type | Damage Type |
Arctic | Cold |
Coast | Acid |
Desert | Fire |
Forest | Force |
Grassland | Radiant |
Mountain | Thunder |
Settlement | Psychic |
Swamp | Poison |
Underdark | Necrotic |
Level 7: Geomantic Recovery
You can regain some of your
magical energy by communing with the mystical
elements of your environment. 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 a third of your ranger level, and none of the slots
can be 6th level or higher. For example, as a 7th-level
ranger, you can recover up to two levels worth of spell
slots. You can recover either a 2nd-level spell slot or two
1st-level spell slots.
Once you use this feature, you can’t use it again until
you finish a long rest.
Level 11: Strength of the Earth
When you finish a long rest, you
gain temporary hit points equal to twice your ranger
level. Whenever you finish a short rest, you gain temporary
hit points equal to your ranger level.
While you have temporary hit points granted by this
feature, the additional damage from your Invoke the
Elements feature increases to 2d6.
Level 15: Geomantic Shield
When you take damage of the
type associated with your geomantically resonant
terrain type or one of the terrain types you have
selected with your Natural Explorer feature, you can
use your reaction to gain resistance to that damage
type until the start of your next turn. The damage type
associated with each terrain type is identified on the
table included in the Invoke the Elements feature.
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