Geomancer

Level Special Mana
1st Spell Versatility, Drift 1 +1 level of existing spellcasting class
2nd Ley Lines, Drift 2 +1 level of existing spellcasting class
3rd Drift 3 +1 level of existing spellcasting class
4th Drift 4 +1 level of existing spellcasting class
5th Drift 5 +1 level of existing spellcasting class

To the geomancer, all mana is the same.

Requirements

Skills: Arcana, Religion or Nature.

Levels: 3 levels of divine spellcaster, 3 levels of arcane spellcaster

Class Features

Hit Die: D8

Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane mana. He gains mana from one spellcasting class that he chooses and gains the main as if he was fully leveled in that class so long as he takes a level that was one of the orginal classes he had upon taking this prestige class.

Ley Lines: At 2nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains. In that terrain, the geomancer’s effective mana is doubled.

Drift: The character slowly becomes closer to nature. At each geomancer level, choose a drift from the appropriate stage.

Drift

Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals and plants as time goes by. Geomancers experience drift at every level.

Drift is divided into stages. You must choose two drifts from each stage as you level, choosing a higher stage every level.

Natural Weapon Damage by Size
Small Medium Large
1d2 1d3 1d4
1d3 1d4 1d6
1d4 1d6 1d8
1d6 1d8 2d6
1d6 2d4 2d6

Stage 1
— Leopard spots appear on your body.
— You grow a cat’s tail.
— You sprout feathers (but not wings).
— Your eyebrows become green and bushy.
— Your hair becomes a tangle of short vines.
— Light, downy fur covers your skin.
— Your skin turns green and scaly.
— Your touch causes flowers to wilt.
— Your voice sounds like a dog’s, though it is still intelligible.
— Zebra stripes appear on your body.

Stage 2
— A small camel’s hump grows on your back. (You can go without water for up to five days.)
— You grow a coat of white fur like a polar bear’s. (You gain advantage to stealth checks in snowy areas.)
— The pads of your feet become sticky, like those of a lizard. (You gain a advantage on athletics checks to climb surfaces.)
— You become as swift as an elk. (Your land speed increases by +5 feet.)
— You become as comely as a dryad. (You gain a +4 to comeliness.)
— You become as graceful as a cat. (You gain advantage on acrobatics checks.)
— You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before.)
— Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or decomposition, affects you is halved.
— Your eyes become as sharp as a rat’s. (You gain low-light vision.)
— Your skin adapts like that of an chameleon. (You can change color to blend with your surroundings, gaining advantage on stealth checks.)

Stage 3
— Deer antlers grow from your forehead. (You gain a unarmed gore attack for 1d6 points of damage.)
— Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d4 points of piercing damage per successful hit.)
— You can constrict like a snake. (You deal 1d4 points of damage with a successful grapple check against a creature of your size category or smaller.)
— You can spin a web like a spider. (You can use your web to snare prey.)
— You sprout fish gills. (You can breathe both water and air.)
— Your eyes become as sharp as an eagle’s. (You gain a +advantage on perception checks in daylight.)
— Your eyes become as sharp as an owl’s. (You gain a +4 bonus on perception checks in dusk and darkness.)
— Your fingers grow hawklike talons. (You gain unarmed claw attacks for 1d3 points of damage each.)
— Your mouth extends like a crocodile’s. (You gain a unarmed bite attack for 1d6 points of damage.)
— Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)

Stage 4
— You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.)
— You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target.)
— You can rage similar to a wolverine. (If you take damage, you rage as a 1st-level barbarian)
— You gain a boar’s ferocity. (You continue to fight without penalty even while disabled or dying.)
— You can grab like a bear. (You can grapple with advantage.)
— Your hands become as strong as a gorilla’s. (You gain advantage on Strength checks to break objects.)
— Your jaw becomes as powerful as a weasel’s. (You can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached.)
— You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness.)
— Your nose becomes as sensitive as a hound’s. (You gain scent out to a range of 30-ft.)

Stage 5
— You grow a unicorn horn. (You gain a immunity against poison and a gore attack for 1d8 points of damage.)
— Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.)
— You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.)
— You are as graceful as a pixie. (You gain proficiency on dexterity saves.)
— You gain the tremorsense of an earthworm. (You can sense anything in contact with the ground within 30 feet of you.)
— Your canine teeth exude poison. (If you hit with a bite attack, your target must make a constitution save (DC 8 + Proficiency + your Constitution modifier) against poison. Ini tial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)
— Your senses become as sharp as a bat’s. (You gain blindsense out to 30 feet.)
— You can move like a cheetah. (Once per hour, you can take a dash action to move ten times your normal speed.)
— Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)

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