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Geomancy (5e Arcane Tradition)

Revision as of 13:02, 18 February 2025 by The bluez in the dungeon (talk | contribs) (Leyline Meditation)
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Author: the bluez in the dungeon (talk)
Date Created: 11th February 2025
Status: Complete
Editing: Review needeed, especially on wording
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Geomancy is the long forgotten art of drawing your power and magic from the energies that run through the earth. Despite not being the most straightforward arcane tradition, it has been recently rediscovered from ancient scrolls and by studing long-standing structures and geological formations, which has lead to a small, but influential, following from mages and wizards.

Geomancy

A long-standing tradition, eventually fallen in obscurity, geomancy studies the use of mighty leylines, physical channels of magic power that run through the earth to command stones, rocks, sand and the soil itself to do the caster's bidding as well as empowering their magic.

Earth Carving

Starting at 2nd level, you have achieved the mastery of geomancy's basics. You learn the cantrip mold earth but it doesn't count against the number of known cantrips.

Geoglyphs

Also at 2nd level, you may employ their mastery of the earth to sculpt a number of geoglyphs equal to your proficiency bonus. Geoglyphs are carved stones, or a mass of soil or sand, which have shapes of power, usually recalling the earth's leylines. They can be used to regain spell slots.

When using their Arcane Recovery feature, you may expend any number of geoglyphs to regain a certain number of spell slots. The sum of the spell slots' level recovered may only amount to the total sum of geoglyphs expended.

Alternatively, you may expended spell slots to regain a number of geoglyphs equal to the sum of the slot's spell level.

In addition, as long as you have geoglyphs ready they can cast the cantrips blade ward and magic stone and they don't count against the number of known cantrips.

You regain the use of this feature after a long rest.

Earth Mastery

Starting at 6th level, you may call the earth itself to aid in your struggles. Yiu may cast the conjure minor elementals spell once. The only elementals you may conjure are earth elementals. You can't use this feature again until they take a long rest, but you may expend geoglyphs to use it again before, expending a number of geoglyphs equal to the spell level.

By level 9th you can use the spell conjure elemental instead, within the same conditions as above. The elementals summoned do not become hostile if you lose concentration.

Leyline Meditation

Again, at level 6th you may use you geoglyphs to empower their spellcasting, allowing your magic to mingle with the power of the earth. Instead of employing higher level spell slots, you may upcast by consuming one geoglyph per each higher slot level you wish to cast you spell.

You now prepare a number of geoglyphs equal to double your proficiency bonus.

Earth Node Gateway

Starting at 10th level, you may create nodes of power that gather the magic of leylines to travel quicky across them. By spending 10 minutes, you may carve a circle into earth or stone and make it work as a permanent teleportation circle. You regain the use of this feature at the end of a long rest.

You may create a maximum number of nodes equal to your Intelligence modifier, carving multiple teleportation circles. You may dismiss your nodes as an action, or bonus action, by touching them.

These earth nodes only work with other nodes made by you and only if there is contiguous terrain between the two nodes (for example, a node on an island may not used to travel to a node on the mainland). If you create additional gateways exceeding the maximum, you choose one of the previous instances and dismiss it.

By expending three geoglyphs you may teleport to an earth node, even if there isn't another to enter through.

Terramorph

At level 14th, you reach the peak of you abilities and may reshape the very earth through the power of leylines. You may use an action to use the spell move earth, though with a range of 600 feet, in an area of 100-feet radius. You may concentrate on the spell for a minute, making the changes happen much faster than the regular spell. Spending an action each round you may also use the spell earthquake in the affected area.

You are immune to the effects of you own Terramorph feature, and you may exclude a number of creature equal to your Intelligence modifier from these effects. In addition, by concentrating for one minute you may get an intuitive knowledge of the geography of an area within the same limitations of this feature.

You regain this feature after a long rest.


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