Arcane Tradition: Geomancer

@Jovasvison
A Master of Elements
"Tapping into the primal energies of the material plane the geomancer has unlocked secrets unknown to most wizards. Exerting a pressure on the very leylines that envelop the world he can control the very atoms that make up all things. While frail, he is an invaluable member of any party."

Elemental Cubism

Upon reaching 2nd level, you are adept at manipulating the base elements (cold, fire, earth, and lightning). You can create a 5 foot cube of one of the elements as an action which you can move at a rate of (20 + your Intelligence) ft. per round as a bons action that has the following properties:

- Cold: Each creature touched by the cube must make a Constitution saving throw against your spell save DC (8 + Intelligence modifier + Proficiency Bonus) or its movement speed is reduced by 20 feet.

- Fire: Damage creatures and constructs touched by the cube for fire damage equal to your spell attack modifier (Intelligence + Proficiency Bonus) if they fail a Dexterity saving throw against your spell save DC.

- Earth: You can move the cube to push back enemies that are touched by the cube by having them make a Strength save against your spell save DC. Enemies pushed back successfully are knocked prone and pushed back the number of feet you moved the cube.

- Lightning: Paralyze creatures touched by the cube for 1 round if they fail a Constitution saving throw against your spell save DC.

The cube lasts up to 1 minute and requires concentration, or can be dismissed early as a bonus action.

Leylines

At 6th level you can tap leylines to increase your casting power. A leyline is a magically charged place determined by your DM that increases your spells by one spell slot level than normal up to 9th level. You still expend your normal spell slot when casting.

Earthen Movement

After reaching 10th level you gain a burrow speed equal to your walking speed and gain 5 feet of walking speed. 

Additionally, when you reach 14th level, you can burrow into hard rock as if it were difficult terrain, leaving a 5 ft. tunnel in your wake.

Atomic Rearrangement

At 14th level, as an action, you can magically control the atoms of a creature or construct thrice per long rest to have a discrete effect occur:

- Split: Damage a creature or construct for 1d10 + your spell attack modifier force damage if it is within 60 feet of you and you can see it.

- Energize: Increase the movement speed of a creature by 30 feet for a number of rounds equal to your spell attack modifier × 2.

- Rearrange: You can cast polymorph on another target. If the target is unwilling then they must instead make a Constitution save against your spell save DC.

Note: The earthen movement feature can damage leylines! Destroying leyline can have disastrous consequences to the weave of magic and may anger your Local Magic Deity.

Hombrewery

(ノ◕ヮ◕)ノ*:・゚✧

World Building 

Leylines are, historically, lines drawn between ancient sites, important natural landmarks, and areas of concentrated magical power. You can either map them out beforehand and leave them merely a secret power up on certain areas of the map, or they can be well studied by the powers in your world and they've been exploited for their seeming infinite supply of magical energies. Leylines purpose ultimately are for the players to explore and exploit; even at their own peril if you as the DM so wish it. Perhaps the extra magical energies drain them, or even overcharge them instead causing all spellcasters magic to go haywire à la wild magic. It's important for the geomancer to have some interaction with the natural world for their arcane might, not entirely unlike druid, but instead focusing on the rigorous study of natural magic. However unlike druid there is no regard for the natural balance as long as the arcane study of the earthen magics are delved.

 

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