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Geomancer

  Touched by fate and bound to the old world, there can be only one in every Age that bears the mantle of the Geomancer.  Destined to restore balance to the natural order, a Geomancer can only gain their gift by connecting with a past Geomancer, allowing the elder to pass on the seed of their abilities.  It could be a complex ritual, or as simple as shaking hands.

Progression

RANK 1
Hit Die Augmentation: a Geomancer is fueled by the life-force of the planet.  Their hit dice are now considered 1 step higher when determining hit points or rolling hit dice during a short rest.
Elemental Strikes: a Geomancer can infuse their unarmed strikes with elemental force, but doing so causes intense strain upon the body.  They may choose to add an additional 1d10 of lightning, cold, or fire damage to any unarmed strike that they make.  If they choose to do this, they suffer 1d12 Psychic damage for each successful attack using elemental energy.  (this strain damage will decrease as the Geomancer becomes stronger)
Old World Insight: a Geomancer gains Expertise in the Insight and Survival skills.
Root: when you are the target of a Grapple, you may spend your Reaction to sink 6 inches into the ground, providing you with Advantage to resist the Grapple.  In addition, you cannot be pushed or pulled while rooted.
RANK 2
Semblance: the Geomancer gains another option for his Reaction.  This Semblance utilizes the elements surrounding him to counter enemy blows, shield allies, or cause other powerful effects.  At this level, he may use one of the following three options each round as his Reaction.
   + Burrowing Trip: when an enemy makes an attack on you or an ally within 30 feet of you, you may spend your Reaction to drive your foot into the earth, sending a burrowing line of earth to offset the creature's footing.  This imposes Disadvantage on the attack; if the creature then misses, they fall prone.  If they hit despite Disadvantage, they recover their footing and do not fall prone.
   + Repelling Wall: when you are struck by a melee attack, you can spend your Reaction to summon the earth around you to coat your skin; you take half damage on the attack and immediately push the enemy 10 feet away from you, the earth rolling off of you to form a wall and slide it away from you.  The wall then crumbles, its energy spent.
   + Rising Volcano: when you are struck by a ranged attack or a spell attack, you may use your Reaction to stomp your foot.  If the attacker is within 60 feet of you, you summon a column of molten energy that briefly engulfs them.  They must make a Dexterity save (against your Ki Save DC) or take 4d6 fire damage, or half damage on a success.
Elemental Resistance: while taking a Long Rest, the Geomancer can focus on his attunement to a certain element, gaining Resistance to this element until his next Long Rest.  The Geomancer can choose only from Fire, Cold, or Lightning for this ability.  In addition, the Geomancer suffers only 1d10 Psychic damage for using his Elemental Strikes.
RANK 3 - 
Semblance Pool: the Geomancer gains another use of his Reaction as long as it uses a Semblance.
Elemental Glide: the Geomancer spend his movement to travel double 

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  • The Nexus
  • Adamus Drake Music
  • GM's Corner
    • The Gray Owls Fiction
    • Voidspeaker
  • The Den
  • Instagram
  • Legacy Archives
    • D&D 5E Resources >
      • Character Creation - D&D >
        • Home-brew Feats
      • Knight Owls Armory >
        • Home-brew Races
        • Home-brew Class Options
        • Protection
        • Potions, Scrolls, and Consumables
        • Weaponry
        • Adventurer Essentials
      • Spell Compendium - D&D 5e >
        • Custom Crafted
        • Expanded Invocations List
    • Game Master Resume
    • DM Podcast
    • Owls History >
      • KO Event Dates - Descriptions