Geomancer

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
Ranger LevelSpells
3Ice Knife
5Hold Person
9Sleet Storm
13Ice Storm
17Cone of Cold
Coast
Ranger LevelSpells
3Purify Food and Drink
5Misty Step
9Water Breathing
13Freedom of Movement
17Maelstrom
Desert
Ranger LevelSpells
3Create or Destroy Water
5Dust Devil
9Wall of Sand
13Hallucinatory Terrain
17Insect Plague
Forest
Ranger LevelSpells
3Goodberry
5Barkskin
9Plant Growth
13Guardian of Nature
17Tree Stride
Grassland
Ranger LevelSpells
3Beast Bond
5Earthbind
9Speak With Plants
13Conjure Minor Elementals
17Awaken
Mountain
Ranger LevelSpells
3Thunderwave
5Spider Climb
9Meld Into Stone
13Stoneskin
17Wall of Stone
Settlement
Ranger LevelSpells
3Charm Person
5Knock
9Leomund's Tiny Hut
13Locate Creature
17Animate Objects
Swamp
Ranger LevelSpells
3Entangle
5Pass Without Trace
9Create Bog
13Blight
17Contagion
Underdark
Ranger LevelSpells
3Snare
5Web
9Enemies Abound
13Greater Invisibility
17Cloudkill
 

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 TypeDamage Type
ArcticCold
CoastAcid
DesertFire
ForestForce
GrasslandRadiant
MountainThunder
SettlementPsychic
SwampPoison
UnderdarkNecrotic

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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