Geomancer V3

by Swordboy24

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Geomancer

Geomancer

A troll uses its sharp claws to throw a glamorous elf into a pit of acid, ensuring his demise. However, as he slams into the acid, he slowly but surely crawls out, unbothered by the corrosive material surrounding him. The elf's sword then in turn becomes green and corrosive, and the elf counters the troll's attack with a massive swing.

A warforged walks casually over to a group of hobgoblins, carelessly doffing his armor, revealing a red gemstone in the center of his chest that gives off a faint glow and as he puts his hand over it, he slowly transforms into one of the frog-like slaad, ready to tear the hobgoblins in two.

A half-orc and her halfling companion face a wounded earth elemental, ready to land the final blow, and after a long battle. Suddenly, with a quick and unexpected strike, the earth elemental takes one last swing at the halfling, knocking it down, and this time he doesn't get back up. The half-orc goes over to the halfling, holding a gemstone. She mutters a few words, and the gemstone turns a dull black and crumbles to dust in her hands. Then the halfling wakes up, and they take the final attack together.

"Is that all you got?" a blue dragon boasts to a rough and beaten human, who weakly looks up at the dragon. The human, too weak to stand, falls onto his knees, and the dragon roars, "This will be very enjoyable." However, as the dragon's razor-sharp claws come crashing down, the human clutches a purple gemstone, and vanishes into a wispy form right as the dragon rips at the ground where he formerly was. "I'm just getting started," the human says, and with a weak smile he gets back on his feet and draws his sword, facing down the dragon once again.

A gnome, elf, and dwarf all delve into a dark cavern, only dimly lit by some torches along the cavern's outer walls. The elf and dwarf start to become fearful of what might be ahead, their senses slightly muddled by the darkness, but the gnome seems more alert and awake than she ever has before. Suddenly, the elf steps on a pressure plate, and three arrows shoot out from hidden dispensers in the walls, piercing the skin of the nearby gnome. However, the gnome, unfazed and unhurt by this occurrence, carelessly rips, the arrows out of her skin, and turns to her group saying, "Looks like the coast is clear!" as they continue their descent.

All of these expensively armored fighters are known as geomancers, people who have discovered the power in gemstones and use this power to fight.

Power, not worth

While most are only interested in the wealth a gem provides, geomancers know that within every stone lies a vast array of powers just needing to be awakened. These masters of gems believe that only fools would judge a gem by its color or gleam, because the true power of a gem doesn't rely on looks. These crafters know that a diamond and a piece of dull quartz could have the same power. Most geomancers are mild-mannered and caring people who would do anything for their friends, but some geomancers become power hungry and turn their special craft into a struggle for power.

Warriors of Stone

Geomancers use their gemstones for almost everything, including fighting. With their specialized armor, designed to fit gems into them, in addition to the special weapons they carry, they can use their gemstones to enhance their combat prowess, with some even using charges to perform extraordinary feats.

Aside from their amazing battling, geomancers know that all gemstones have spellcasting power inside them, and they strive to extract the limitless energy for their use.

Crafting Masters

While many people consider these gemstone users warriors and spellcasters, in the end, these are just craftsmen who made normal livings before they learned about the power of gemstones.

These craftsmen begin where all crafters do -- a guild of some kind or an apprenticeship. If these craftsmen show potential mastery of gemstones or can see the power within them, they are brought to a special guild that focuses on helping these usually young men master this art. As with many crafts, the guild masters believe that things are best learned through experience, which is why many geomancers become adventurers. Also like many things, they are a more specialized practice that these crafters may go to further master their craft.

Creating a Geomancer

When creating your geomancer, think about what guild they came from, what their master craftsman was like and what their defining moment was that allowed to train to be a geomancer.

Many geomancers leave their guilds to collect their gemstones, but many decide to travel alone. Why are you traveling in a group? What gemstones are you looking for? Why did your character have the specialty gemstones that it did? These all need to be considered when making your character.

Geomancers tend towards a chaotic alignment, learning from the unpredictability of the magic in gemstones.

Quick Build

You can make a geomancer quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on if you want to use ranged weapons or melee ones. Your next highest ability score should be Constitution if you plan to focus on melee combat, or Wisdom if you want to improve your class features. You instead may want to make it Intelligence if you decide you want to take the Black Order subclass. Second, choose the Guild Artisan or Town Hero background.

Credit: Scarypet

Class Features

As a geomancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per geomancer level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per geomancer level after 1st

Proficiencies


  • Armor: All Armor, Shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Jeweler's tools

  • Saving Throws: Wisdom, Strength
  • Skills: Choose two from History, Arcana, Investigation, Insight, Stealth, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two simple weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) chain mail, (b) scale mail, or (c) studded leather
  • a jeweler's kit and (a) an explorer's pack or (b) a dungeoneer's pack
Geomancer
Level Proficiency Bonus Features Specialty Gems
1st +2 Gemstone Specialty, Crystalline Armory 2
2nd +2 Gemstone Extraction, Fighting Style 2
3rd +2 Stable Skin, Gem Craft 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Crystal Forming 3
6th +3 Crystal Weaponry 4
7th +3 Gem Craft feature 4
8th +3 Ability Score Improvement 4
9th +4 Echolocation 4
10th +4 Crystalline Build 4
11th +4 Gemstone's Endurance 5
12th +4 Ability Score Improvement 5
13th +5 Gem Craft feature 5
14th +5 Gemstone's Age 5
15th +5 Gemstone Domain 5
16th +5 Ability Score Improvement 6
17th +6 Crystal Mines 6
18th +6 Gem Craft feature 6
19th +6 Ability Score Improvement 6
20th +6 Gemstone Made 6

Multiclassing

Prerequisites. To qualify for the geomancer class, you must meet these prerequisites: Strength 13 and Wisdom 13.

Proficiencies. When you muticlass into the geomancer class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, and the jeweler's kit.

Gemstone Specialty

Starting at 1st level, you gain two specialty gems of your choice, with abilities listed at the end of the class. You begin with one of each. You may use an action to place or remove a single gemstone into either a piece of armor. Only your specialty gemstones can be placed into armor or weapons, and only your specialty gemstones give you the benefits detailed at the end of the class description. Also, as you level up, you gain more specialty gemstones and gain their benefits when using them. You may swap out old specialty gemstones with new ones at 3rd, 6th, 9th, 11th, and 16th level, but your old specialty gemstones then lose their magic and you can no longer use them. These gemstones are worthless to anyone but you. For any saves the gemstones have the target make, you use the following save DC.

Gemstone Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Additionally, you have advantage on Wisdom (Insight) checks to determine the value and type of regular gemstones.

Crystalline Armory

Since adding gemstones to your armor is difficult, you have either made your own armor or have had it specially made by another to accommodate and harness the power of gemstones. Starting at 1st level, your armor and weapons have been specially designed to hold and use the power of gemstones. You have 3 gem slots + 1 extra slot available to you while you wield a weapon. Only you are proficient with this equipment, and only you gain the benefits from it.

Credit: Blizzardwatch.com

The power of your gemstones runs through all of your equipment you have designed, no matter what weapon or piece of armor it is placed in. Since this is your armor, this is your design, so be creative. If you want a piece of equipment to be shaped for this, you must spend 24 hours, using fire to do this. You may use this ability on magic items as well. This requires nothing but jeweler's tools to do.

Gem Extraction

You have connected yourself to the gemstones in the plane of earth, and therefore can extract them from the endless bounds of gems that the plane holds. However, searching for the gemstones with the correct level of power is difficult. Beginning at 2nd level, once per long rest, you may extract one gemstone from the plane of earth. However, this gemstone must be one of your specialty gemstones. These gemstones are worthless to anyone but you.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Shield Fighting

When you use a shield, you instead gain a +2 bonus to your AC. Alternatively, you can use your action to attack with your shield, which deals 1d8 + your strength modifier bludgeoning damage making your AC bonus +1 while you are attacking with it. You must use another action to use your shield normally.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Credit: Wizards of the Coast, Eberron: Rising From The Last War

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Stable Skin

Beginning at 3rd level, your skin begins to adjust to the form of gems. You gain immunity to petrification and poison. Optionally, you may make the features apparent on your character, with traits like having a slight glint in the sunlight.

Gem Craft

Beginning at 3rd level, you now specialize in a gemstone craft. Choose between Monster Aspect, The Slaadi, Gemstone Dragon, Gem Warrior, and The Black Order, all detailed at the end of the class description.

Your choice grants you features when you choose it at 3rd level and again at 7th, 13th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Crystal Forming

When you reach 5th level, you have learned how to properly shape gemstones for your use. You may create a shortsword out of pure gemstone. This shortsword acts the same as a regular one, with the addition of the equipment shift trait. This weapon already has a gem slot.

Equipment Shift. Twice per long rest, you may transform your blade into any simple weapon or tool (such as a crowbar) you desire. This effect lasts for one hour, or until you choose to end it as a bonus action.

At 11th level, the shortsword becomes +2 and you may also transform this blade into any other martial weapon that you desire, and at 17th, the shortsword becomes +4 and you may transform this blade to any +2 weapon you choose.

Crystal Weaponry

At 6th level, your power over gems seeps over to your fighting. You may now, as a bonus action, touch one melee weapon and cause the weapon to become coated in gemstones. While under this effect, the weapon deals an additional 3d8 bludgeoning damage. This transformation lasts for five minutes or may be ended as a bonus action. You may use this feature a number of times depending on your Wisdom modifier (minimum of 1), and all expended uses are replenished after completing a short or long rest.

Furthermore, you may use this ability on ranged weapons, such as arrows, as well.

At 11th level, the damage die is 5d8.

Echolocation

Tracking gemstones has given you the ability to use echolocation to find them easier. Beginning at 9th level, you gain advantage on Wisdom(Perception) checks involving hearing, as long as you aren't deafened or can't speak. Also, you gain tremorsense for 30 feet.

Crystalline Build

Starting at 10th level, you have become so connected to gemstones that you have begun to take on the traits of one. You may select one of the following traits to take on.

Gemstone body

Your body now has the durability and appearance of gemstones. When not wearing armor, your AC equals 10 + your Constitution modifier + your Wisdom modifier. Gemstones that were attached to your armor are integrated into your body where they normally would be in your armor.

Gemstone Physique

You gain the toughness of gemstones. You may add 2 to your constitution score, with a max of 22. Tis new toughness also makes your skin quite rough, so when a creature makes an attack and hits with their physical body against you, they take 3d4 piercing damage.

Earthen Bound

Using gems has taught you much about shaping the earth. This has made it so you can now scoop through the earth as if it were warm cheese. You gain a burrowing speed of 30 feet. In addition, you gain 30 feet of darkvision. if you already have darkvision, add 30 feet to your darkvision, as with burrowing speed.

At 15th level, both of these abilities become 60 feet.

Gemstone's Endurance

At 11th level, you become as tough as the hardest diamond. Once per long rest, you may recollect your energy and recover three points of exhaustion. This can be divided into seperate uses or used all at once.

Gemstone's Age

Beginning at 14th level, you begin to age like a stone. For every 20 years that pass, you age only one year. In addition, you cannot be aged magically, and no longer require food or water.

Gemstone Domain

Your constant work with gems allows you to understand the workings of the earth better, and you are only strengthened when you are surrounded by it. Starting at 15th level, as long as you're covered by at least 10 feet of ground, you gain the following benefits:

  • All of your speeds are increased by 15 feet
  • Your AC is increased by 2
  • You have resistance to nonmagical bludgeoning, piercing, and slashing attacks
  • All your attacks deal 2d6 more damage
  • You have blindsight and truesight for 10 feet
  • Your burrowing speed is increased by an additional 20 feet, and you can burrow through solid rock at half your burrowing speed and can leave a 5-foot-diameter tunnel in your wake
  • As long as you can see, you have advantage on all attacks and Wisdom saving throws

Crystal Mines

At 17th level, your study of gemstones has taught you the instability of the power they possess, or at least the potential of it. During a short or long rest, you may take a gem from the plane of earth and fix it as a sort of bomb. You may only have two of these gems at once. If you make another of these, you must choose one gem to return to a stable state. There are three types of these bombs. Choose one to make during a short or long rest.

The save DC for these attacks is 8 + your proficiency bonus + your wisdom modifier.

Shrapnel Blast

This gem, upon explosion, blasts shards of gemstone within a 20 foot radius of bomb. Every round a creature ends standing in this shrapnel, they take 5d4 piercing damage.

Credit: ArtStation - Gnome Gemseeker, Lukasz Jaskolski

Bomb Blast

This gem, upon explosion, acts as a regular bomb, forcing the creature to make a dexterity saving throw upon throwing this gem. On a failed save, they take 4d12 bludgeoning damage, along with becoming stunned, and half as much on a successful one but not becoming stunned. Creatures within 5 feet of this creature must also make a dexterity saving throw or take 3d8 force damage.

Restraining Blast

This gem, upon explosion, causes crystals to wrap around the creature's body, leaving it restrained. The creature must make two successful Strength (Athletics) or Dexterity (Acrobatics) saving throws to get rid of this condition.

Gemstone Made

At 20th level, you have mastered gemstones and their abilities. You may select one gemstone to fit into your glove, as having all 6 would destroy even the toughest geomancer.

Power Gem

With this gem, your strength increases by 4, with a max of 24. You also have advantage on strength checks and saving throws. In addition, you may add 5d8 to all attacks made by you, including spells.

Soul Gem

With this gem, each time you hit a creature, if you are below half of your maximum hit points, you may regain up to half the damage you deal on your next turn. Also, you may cast the astral projection spell once per long rest. Wisdom is you spellcasting modifier.

Space Gem

With this gem, you may cast the hold person spell. Also, you may cast hold monster twice per long rest. Furthermore, twice per long rest, you may teleport to an unoccupied area within 120 feet of you. Wisdom is your spellcasting ability for these spells.

Mind Gem

With this gem, you have advantage on all Wisdom and Intelligence saving throws, and are immune to mind controlling effects. Also, as an action, choose one creature within 30 feet of you. They must make Wisdom saving throw or become mind controlled by you for one minute. You may only control up to 5 creatures and during this time, the creature is under the same effect as being charmed.

The save DC for these attacks is 8 + your proficiency bonus + your wisdom modifier.

Reality Gem

With this gem, you gain the minor illusion cantrip if you do not have it already. Also, twice per long rest, you may use the weird spell. Also, you may cast major illusion twice per long rest. Wisdom is your spellcasting ability for these spells.

Time Gem

With this gem, once per long rest, you may cast the time stop spell. Also, once per long rest, you may cast the time ravage spell. Wisdom is your spellcasting modifier for both spells.

Gemstones

These are all gemstones available to you. Each has the level of the gem listed so you know what stones you may or may not choose at certain levels.

Breathe Gem

Bubbles seem to churn within this gemstone. With this gem, you are able to breathe both air and water, and you can hold your breath indefinitely, as long as you aren't incapacitated.

Loyalty Gem

Even when you set this gem down it always seems to reappear back into your pockets. While you have this gem equipped, you may choose one weapon to be loyal to you. As a bonus action, you may summon this weapon and cause it to appear in your hand. You are also now proficient with this weapon if you aren't already, and when you attack with this weapon, but before the outcome is decided, you may reroll the attack die to attempt to hit instead. You may only use this ability once per turn. You may use this feature twice, regaining all expended uses after a long rest.

At 11th level, all attacks made with this weapon have advantage.

Skill Gem

When you hold this gem you feel wiser and more physically equipped. With this gemstone, you gain proficiency with one skill you aren't already proficient in. You may only have two of these gems in your armor at once. If you place another of these gems, you must choose one of the old ones to replace.

At 11th level, you may have three of these gemstones in your armor.

Interference Gem

A faint buzzing rings in your ear when you hold this gem. While you have this gemstone equipped, all creatures within 5 feet of you have disadvantage on saving throws made to maintain concentration on spells. This feature can be toggled on and off with a bonus action.

With two gems, this effect stacks to 10 feet.

Concealing Gem

Even when holding this gem up to your face, you feel like there's some part of it that you can't see. While you have this gem equipped, you may use your bonus action to store one object that is no more than 5 feet in any dimension in a small pocket dimension. You may also summon this item back into your hand using a bonus action. You may only store a number of items equal to your Wisdom modifier per long rest. If this gem is removed from you or you die, the item reappears in an unoccupied space closest to you.

At 11th level, you may store objects up to 10 feet in any direction in this way.

Evasion Gem

This gem seems to camouflage itself with its surroundings constantly. As a bonus action, you may activate this gem, allowing you to add double your proficiency bonus to all stealth checks made in the next hour. Once you use this gem, you can't use it again until you finish a short or long rest.

Prophet Gem

Holding this gem close to your ear, you can make out faint sounds of a horn playing. With this gem equipped you can glimpse a few seconds into the future, allowing you to add your Wisdom modifier to your initiative rolls.

Ghost Gem

This translucent gem almost seems to fade from existent now and then while examining it. While you have this gem equipped, you gain the power to channel the excess energy of souls. Once per turn, when you reduce a creature to 0 hit points, you or one willing creature of your choice within 30 feet of you may regain 1d8 hit points. This healing does not affect undead or constructs.

At 6th level, this die becomes 3d8, and at 11th level, the die becomes 6d8.

Flame Wreath Gem

A flaming arrow tip can be seen just inside of this gem. While this gemstone is equipped, you may use your bonus action to cause all of your attacks made with one weapon or piece of ammunition of your choice to deal an extra 1d6 fire damage until the end of your next turn. You may use this feature a number of times equal to your Wisdom modifier, regaining all spent uses after finishing a long rest.

This damage becomes 2d6 at 6th, 3d6 at 11th, and 4d6 at 16th level.

Health Gem

This gemstone smells slightly sweet, and is in the shape of a heart. With this gemstone, once per long rest, you may use this gem to gain 1d6 temporary hit points. If you still have these hit points after you finish a short or long rest, the temporary hit points fade.

At 6th level this die increases by 2d6, and at 16th, it increases by 3d6.

Venom Gem

This gemstone is colored in a sickly green color, and is slightly warm to the touch. With this gem, you may use an action to coat your weapon in a deadly poison for your next attack. On a hit, the target gains the poison drain effect. After this turn, the poison fades from the coated weapon.

Poison Drain. When a creature gains this trait, they become poisoned for one minute. Furthermore, each turn the creature is poisoned, the creature must make a Wisdom saving throw or take 1d6 poison damage. If a creature dies from this damage, they sizzle into a pool of acid, which remains for one minute. Any creature that steps into the former creature's space takes 1d6 poison damage.

At 6th level the damage die changes to 1d6, increases by 2d6 at 11th, and 4d6 at 16th.

Resistance Gem

Prerequisite: 6th level

This gem looks cut up and old, but you see multiple colors brighten and fade inside it. With this gem, you gain resistance to one type of damage other than slashing, bludgeoning, and piercing damage. If you choose to have multiple of these gemstones in your armor, you may only gain 2 resistances this way. If you want to use a different gemstone of this type, you must choose an old gemstone to switch with the new one.

At 11th level, you may have a maximum of 4 resistances.

Elemental Gem

Prerequisite: 6th level

This multicolor gemstone seems to have a mixture of elements swirling inside of it. Choose one element. Twice per short or long rest, you may tap into this gem's power to deal an extra 1d6 damage of a type other than bludgeoning, piercing, and slashing damage. If you choose to have multiple of these gemstones in your armor, you may only gain 2 elements this way, and you may not use more than one element for one attack. Also, charges for each element are separate. If you want to use a different element gemstone, you must choose an old element to switch with the new one. At 11th level, this damage die increases to 3d6, and increases to 3d8 at 16th.

Movement Gem

Prerequisite: 6th level

This gem is shaped like a foot with wings. With this gem, you may choose between climbing and swimming speed with a base of 30 feet. You may only use two of these gems at once, and may choose another movement speed as the second gem, or add to the original one. In addition, when you equip this gem, twice per long rest, you may take the dash action as a bonus action instead. With two gems, you may use this ability four times per long rest.

Prowess Gem

Prerequisite: 6th level

Shaped to resemble a stopwatch, this gem has the ability to stop time, allowing you to gain more time to attack your enemies. With this gem, you may take one additional action.

You may use this ability twice per short or long rest. At 11th level, this ability has no cool down.

Corrosion Gem

Prerequisite: 6th level A foul, green mold writhes inside of this gem. While you have this gem equipped, you may use your bonus action to infect one creature within 90 feet of you with the mold. Choose one ability. The target has disadvantage on all ability checks of the chosen ability. Additionally, on each of the affected creature's turns, they take an additional 2d8 acid damage.

If an infected creature is reduced to 0 hit points, you may use your bonus action on your subsequent turn to infect another creature within 90 feet of you.

The mold lasts for up to an hour. It can also be removed by any spell that removes poisons or diseases. Once you use this trait twice, you cant use it again until you finish a short or long rest.

Nimbleness Gem

Prerequisite: 6th level

A wave of energy washes over you when you look at this gem, and you feel like you could run forever. With this gem, you may take the dash action as a bonus action. When initiative ends, however, make a Constitution saving throw, with the DC equaling 7 + the number of times you used your bonus action to dash. On a failure, you gain one level of exhaustion. If you fail by 5 or more you gain two levels of exhaustion.

Sharpness Gem

Prerequisite: 6th level

This gem shines bright and is slightly heavier than the others you have. With this gem, you may add +1 to any item this enchantment is applicable to. This can only be used on one weapon per gemstone.

At 11th level, you may add +2 to applicable items, and at 16th, this becomes +3.

Vision Gem

Prerequisite: 11th level

This dimly lit green gem seems to have something inside it, but the gem isn't bright enough to make it out. With this gem, you gain 60 feet of superior darkvision, with darkness becoming bright light. In addition, you gain 5 feet of truesight. With a second gem of this type, you gain and additional 60 feet of superior darkvision, and you also gain an additional 5 feet of truesight. You may have a maximum of two of these gems in your armor. Also, if you aready have darkvision, it is replaced by this superior darkvision, including if you already have superior darkvision.

Superior Darkvision allows you to see in magical darkness.

Absorption Gem

Prerequisite: 11th level

This pink gem gives off a peaceful vibe. Looking at it fills you with energy. With this gem, you may absorb damage taken with the gemstone. You may expend up to half your hit dice to absorb damage. Roll the number of hit dice you expended and subtract that from the total damage taken from a single attack. This does not replenish until you complete a short or long rest.

All-Seeing Gem

Prerequisite: 11th level

Little eyes seem to litter all over this gem, and if you look closely, they seem to almost be moving. With this gem, as an action, you may gain the ability to see through solid objects to a range of 40 feet. During this time, you perceive objects as ghostly, transparent images.

Also, you can use an action to touch a willing creature and see through their eyes. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

You cannot use these abilities simultaneously.

Precision Gem

Prerequisite: 11th level

Within this gem seems to be a sort of eye that looks as if it's watching you. While this gem is equipped, you may use your bonus action to make a single weapon attack precise. You may only use this feature on one-handed weapons, versatile weapons being wielded with one hand, or ranged weapons.

When an attack has been made precise, you may treat the die roll of an attack roll that is a 9 or lower as a 10. Additionally, you may forgo this benefit to reroll the attack die from the weapon attack, however, you must take the new roll.

You may use this feature a number of times equal to your Wisdom modifier, regaining all spent uses after a long rest. This ability can also be used on artisan's tools.

Ooze Gem

Prerequisite: 11th level

This gem pulses on the inside, as though it is simply a shell containing some living liquid. While you have this gem equipped, you may use your action to transmute yourself and all of your equipment into a living ooze. You retain all of your stats, and abilities, but you gain the ability to squeeze through spaces as small as one inch wide in any dimension. Additionally, you can move through the space of another creature as though it were difficult terrain. You also gain a swimming speed of 30 feet and do not need to breath during this time. In addition, you have resistance to bludgeoning, piercing, and slashing damage because of your oozy composition.

This transformation lasts for 10 minutes or until you use your action to transmute back into your normal form. Once you use this feature twice, you cannot use it again until you finish a long rest.

Shapechange Gem

Prerequisite: 11th level

Holding this gem, you hear faint and annoying shouting, and listening for too long drives you slightly crazy. With this gem, as an action, you may transform your appearance or revert to your natural form. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics.

You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Homing Gem

Prerequisite: 11th level

This gem is slightly sharp, and if you hold it you fear it might cut you. With this gem, whenever you throw a projectile or use a ranged spell, you may expend another action you have to both automatically hit and land a critical hit on the target.

You may use this ability a number of times equal to your wisdom modifier, regaining all expended uses after a long rest.

Fire Gem

Prerequisite: 16th level

As you examine this gem, you notice steam coming off of it, and your hands almost feel as if they're burning when you touch it. With this gem, you gain the following benefits:

  • You may change your damage type to fire on any attacks
  • Twice per long rest, you can cause a blast of fire around you, and any creature within 5 feet of you suffers 3d10 fire damage.
  • You no longer take effects from extreme heat
  • When you take fire damage from another creature, you may heal 4d6 health. You still take full damage from the creature's attack

Ice Gem

Prerequisite: 16th level

Icy to the touch, this gem looks like a shard of ice from Jotunheim. With this gem, you gain the following benefits:

  • As an action, you can give your skin an icy touch. For the next creature that deals damage to you, you may you a reaction to force the creature to make a constitution saving throw. On a failed save, the creature becomes frozen in ice, giving it the same properties as if it were petrified. On a successful save, the creature takes 3d10 cold damage to the creature.
  • You no longer take effects from extreme cold.
  • When you take cold damage from another creature, you may heal 4d6 health. You still take full damage from the creature's attack

Shadow Gem

Prerequisite: 16th level

Ominous purple and black clouds swirl around inside this gem. With this gem, you gain the following benefits:

  • Twice per long rest, when a creature makes a non-magical attack against you, you may use your reaction to phase into shadow, negating the damage from the attack
  • You become invisible whenever you are in dark or dim light

Dire Gem

Prerequisite: 16th level

A steelish gray, this gemstone is tough and durable. Twice per long rest, when a creature makes an attack that would normally knock you unconscious, you may instead remain standing with one hit point. In addition to this, you can impose disadvantage onto the creature that attacked you. This gem also allows you to aid your allies in combat. Whenever a creature of your choice that you can see within 60 feet of you is attacked, you can give them a +5 to their AC. This ability can only be used twice on a creature, and this amount resets after a long rest.

Duplication Gem

Prerequisite: 16th level

This gem seems to constantly separate into pieces all the while staying together in a quite dubious way. On your turn, as an action, you may create a mirage version of yourself to trick your opponents. You may move this illusion up to 10 feet in any direction from its point of creation on your turn, and this mirage does not take any actions. Only you and your allies know this is an illusion, but a successful DC 13 Perception (Wisdom) check can allow other creatures to see through this illusion. You may create up to 5 mirages at one time, and each mirage lasts for 1 minute.

Wild Gem

Prerequisite: 16th level

With this gem, twice per long rest, you may use this gem to create a surge of wild magic. Roll from the Wild Surge Table to find out what happens.

Gem Crafts

All geomancers must choose a craft to further their expertise in gems. A craft is the specific art of a geomancer that separates them from other geomancers. The geomancers of the Monster Aspect Craft use foreign and forgotten stones to better understand monsters. Those of the Black Stone Craft see the potential for spells in gemstones and seek to use them.

Monster Aspect

Monsters are an adventurer's worst nightmare. Period. This is why geomancers of the Monster Aspect craft strive to understand monsters better. Through the work of different mythical gemstones that have now been uncovered, these geomancers can unleash their monstrous side in an attempt to understand the actions and tendencies of true monsters.

Monster Gems

Each geomancer from this craft chooses one of five magical gemstones to use in their craft. These gemstones do not take up a gem slot.

d20 Wild Surge
1 You become a pseudodragon for 1 minute. during this time, you reatain your mental abilities, but everything else transforms, including your equipment.
2 40 fake gold coins appear in front of you. They disappear in 1 hour. You have expertise during this time on Wisdom (Deception) checks to use them.
3 A golden +3 Rapier appears in your hand. this disappears after 5 minutes.
4 You sprout gills suddenly, and can only breath water. This lasts one minute. Use the suffocation rules while you're out of water.
5 You realize the meaning of life, causing you to take 4d6 psychic damage. You forget what you were thinking about. You only remember the number 42.
6 You turn into a tree for 1d4 rounds.
7 You cast Chain Lightning.
8 You become blinded for 1d6 rounds. Also, you regain a use of this gem.
9 You suddenly sneeze, giving you disadvantage on your next attack roll. Each round after, you must make a Constitution saving throw (DC 13) or sneeze again, gaining disadvantage on your next attack.
d20 Wild Surge
10 A fiery steed comes straight out of the ground, as if to come hell. You gain a Nightmare for 1 hour. This nightmare is loyal to only you, and obeys your commands to the best of it's ability. It also loves apples.
11 You become invisible for 1 hour. During this time, gravity reverses for only you.
12 You lose 5d6 hit points.
13 You or someone you choose within 30 feet of you gain 5d4 temporary hit points.
14 A giant keelboat appears in an unoccupied space. This stays there for 1d4 hours. Entering the keelboat will teleport any creatures inside into the middle of the ocean for 1d4 hours.
15 You cast Lightning Bolt at 5th level on yourself. It hurts.
16 You only know Trollish for the next minute. In addition, You can cast astral projection for the next minute.
17 One creature within 60 feet of you becomes immune to all damage for the next minute.
18 You become petrified for 1 minute.
19 You sprout wings of sunlight for the next minute, gaining a flying speed of 60 feet. All damage you deal during this time is radiant as well.
20 You cast the wish spell. However, there is a 50 percent chance this gem loses all magic after casting this spell.

These geomancers choose between the beast, the monstrosity, the fey, the celestial, the dragon or the aberration as their monster of understanding. However, they take great care in choosing, as this monster is what they will study the most. Also, some features in this subclass require you to make saves. In that case, the DC for the saves is 8 + your proficiency bonus + your Wisdom modifier.

Learning the Monster

You are beginning to learn the ways of your selected monster type. Beginning at 3rd level, you gain one of the following abilities:

The Beast

Tactics of the Wolf: You gain the Wild Emerald, a gemstone of the beasts. In addition, once per long rest, you may call upon your gemstone to give you and your allies within 5 feet an advantage on melee attacks. This effect lasts for 30 minutes.

The Monstrosity

Spray of the Ankheg: You gain the Monstrosity Jade, the gemstone of monstrosities. In addition, once per long rest, you may spit acid out of your mouth for 30 feet and the wave of acid is 5 feet wide. each creature within this area must make a DC 13 Dexterity saving throw or suffer 2d6 acid damage on a failed save.

At 13th level, the damage becomes 4d6, and creatures take half as much damage on a successful saving throw.

The Aberration

Intellect of the Nothic: You gain the Eye Jasper, a gemstone of aberrations. In addition, twice per long rest, you may target one creature you can see within 30 feet of you. The target must contest its Charisma (Deception) check against your Wisdom (Insight) check. If you win the contest, you magically learn one fact or secret about the target. Also, if you win, you gain an advantage on Wisdom (Insight) checks for one hour. The target automatically wins if it is immune to being charmed.

The Fey

Dimensional Rift of the Boggle: You gain the Sparkling Sapphire, the fey gemstone. As a bonus action, you can create an invisible and immobile rift within an opening or frame you can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that you can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, you can see through it and are considered to be next to the destination as well, and anything you put through the rift (including a portion of your body) emerges at the destination. Only you can use the rift, and it lasts until the end of your next turn.

The Celestial

Shielded Mind of the Couatl: You gain the Light Citrine, the celestial gemstone. You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.

Also, evil-aligned creatures have disadvantage on attack rolls against all allies within 5 feet of the you. Allies in this area can’t be charmed, frightened, or possessed by evil creatures. If an ally is already charmed, frightened, or possessed by evil magic, the ally has advantage on any new saving throw against the relevant effect.

At 7th level, the distance becomes 10 feet, and at 13th, it becomes 20 feet.

The Dragon

Telepathy of the Pseudodragon: You gain the Draconic Ruby. You can magically communicate ideas, emotions, and images to a creature within 60 feet of it that can understand a language.

At 13th level, this becomes 120 feet.

Monster's Actions

At 7th level, you gain a benefit based on the monster of your choice.

The Beast

Method of the Goat: When you move straight forward at a target and hit them with a melee attack, they must succeed on a Strength saving throw or become knocked prone. In addition, you have advantage on saving throws against becoming knocked prone. The DC is 10 + your strength ability modifier

Credit: Sean Andrew Murray "The Geomancer"

The Monstrosity

Movement of the Displacer Beast: Twice per long rest, when an enemy decides to attack you, but before they make an attack roll, you may slightly distort your image, imposing disadvantage on the attacker. However, if you are still hit, you must wait for two rounds until you can make this attack again.

At 18th level, you may do this three times.

The Aberration

Senses of the Intellect Devourer: You can sense the presence and place of any creature within 200 feet of you with an intelligence of 3 or higher unless the creature is protected by the Mind Blank spell.

At 18th level, your distance of this sense becomes 400 feet.

The Fey

Death burn of the Darkling Elder: When you die or drop unconscious and begin dying, magical light flashes out from you in a 10-foot radius as your and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a Constitution saving throw. On a failure, the creature takes 6d6 radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.

At 13th level, this damage becomes 6d8, and at 18th, it becomes 6d10. Anything that burns reappears in 1d4 minutes.

The Celestial

Divinity of the Planetar: You gain the following abilities:

Divine Awareness. You know if you hear a lie.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Healing Touch. You can touch another creature. The target magically regains 4d8+4 hit points and is freed from any curse, disease, poison, blindness, or deafness. You may use this ability once per long rest.

At 18th level, this healing die becomes 8d8+4.

The Dragon

Breath Weapon of the Dragonborn: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 4d6 at 7th level, 5d6 at 13th, and 7d6 at 18th level. You may use your breath weapon a number of times equal to your Wisdom modifier. You regain expended uses on a short or long rest. You can deal damage based on what dragon type you choose Fire 5' by 30' line (DEX save) Lightning 5' by 30' line (DEX save) Acid 5' by 30' line (DEX save) Poison 15' cone (CON save) Red Fire 15' cone (DEX save) Cold 15' cone (CON save)

Monster Attunement

At 13th level, you gain a benefit based on your selected monster type.

The Beast

Sting of the Scorpion: Once per long rest, you may coast a single melee weapon or piece of ammunition with the poison of a scorpion. On a hit, the target must make a Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much on a successful one. This effect fades after one hit with the weapon or ammunition. The DC is 8 + your Constitution modifier.

The Monstrosity

Walking of the Phase Spider: Twice per long rest, you may shift into the Ethereal Plane as a bonus action, or vice versa, however going back to the Material plane does not use up this ability. Also, you gain spider climbing.

At 18th level, you may use this ability three times.

The Aberration

Illusions of the Cloaker: Once per long rest, you can magically create three illusory duplicates of yourself if you aren't in bright light. The duplicates move with you and mimic your actions, shifting position to make it impossible to track which one of you is the real one. If you are ever in an area of bright light, the duplicates disappear.

Whenever any creature targets you with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets you or one of your duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

A duplicate has your AC and uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

The Fey

Tree Stride of the Dryad: Once on your turn, you can step magically into one living tree within your reach and emerge from a second living tree up to 100 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or bigger.

The Celestial

Morphing of the Deva: Once per long rest, as an action, you can magically polymorph into a humanoid or beast that has a challenge rating equal to or less than one. You reverts to your true form if you die or drop unconscious, or if you return to your original form as an action. You may choose whether your equipment and clothes are absorbed with you or if you continue wearing them. In a new form, you retain your game statistics and ability to speak, but your AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and you gain any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but you lack.

The Dragon

Wings of the Chromatic Dragon: You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. You also grow a long and muscular tail. You can now make a Tail attack that deals 4d8+DEX or STR damage. The target of this must also make a Dex save. On a failed save, the target is knocked prone.

One With Monsters

You have mastered your selected study and now have gained one final benefit from all your studying at 18th level.

The Beast

The King: You have learned and mastered the art of the king of animals, the lion. Twice per long rest, you may use a roar of courage, giving the following effects:

  • Your allies within 60 feet are immune to becoming frightened.

  • Your allies have advantage on all attack rolls.

  • All allies within 60 feet gain an extra 2d6 damage to their attack rolls.

This effect lasts for 10 minutes.

The Monstrosity

The Destructor: Though only heard from books and legends, you have learned the art of the tarrasque. Once per long rest, you may choose three creatures within 120 feet and make them complete a DC 17 wisdom saving throw or become frightened for one minute. If the creatures succeed this saving throw, this ability cannot be used again on them for 24 hours. In addition, you may temporarily use the armor of a tarrasque. Once per long rest, you may grow a hard outer shell for one minute. During this time, for any projectiles targeted at you, you may roll a d6. On an even number, the projectile doesn't affect you, but on an odd number, you are hit as normal.

The Aberration

The Beholder: Twice per long rest, at the beginning of your turn, you may create an antimagic circle with a 60-foot radius. During this time, all creatures within this area are affected by the antimagic field spell. This effect lasts for one minute, and then abruptly ends.

The Fey

The Monarch: You have mastered the complex oddities of fey creatures, and now have gain one final ability. Twice per long rest, you can do an entrancing dance, almost emanating colors from yourself. All creatures other than your allies within 30 feet of you must make a Wisdom saving throw against this dance or be charmed for 1 minute. The charmed target is also stunned. Any creatures that succeed on this save are immune to this ability for 24 hours.

The Celestial

The God-Slayer: Though it wasn't easy, you attained the power of the celestial, and you gain learn one last feature. Twice per long rest, you can emit a magical, divine energy. Each creature of your choice in a 20-­‐foot radius must make a Dexterity saving throw, taking 6d6 fire damage plus 6d6 radiant damage on a failed save, or half as much damage on a successful one.

The Dragon

The Ancient One The ferocity of the dragon is now in you. Each creature of your choice that is within 60 feet of you and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.

The Slaadi

Slaad are violent toad-like monsters residing in the plane of Limbo. They are cruel and monstrous beings that have many stages of life that they go through and reproduce by infecting others with a disease called chaos phage, or putting eggs in their brain. While putting eggs into a creature's body will inevitably end in their death, a small fraction of geomancers have learned about how to control the chaos phage disease.

Slaads are controlled by a gem, and extracting the gemstone allows the user to control the slaad. While this is mostly used by mad wizards or evil sorcerers, a few geomancers learned how to use these gemstones too. These geomancers purposefully infect themselves with the chaos phage and wait for their transformation to be completed. Once transformed, they quickly touch a shard of The Spawning Stone before they lose control of themselves, creating a gemstone inside their brains, and then skillfully extract it, placing it in the center of their chests. Because geomancers are masters of gemstones, they then, through intense and backbreaking training, allow their stone to absorb their slaadi body and deposition. However, when they choose to embrace their slaadi body, they must be careful to not stay in the form for too long, as being in the form too long will result in permanent loss of control.

When new geomancers enter this craft, the elders of the craft infect the apprentices when they are ready and help them control this new power. However, they wait patiently for this, as they only infect those who are willing to fully follow this craft. Despite this, these geomancers are looked down upon others, as many believe that this craft uses dark magic and ruthlessness to obtain their power.

Just as normal slaad, as these geomancers grow in power and control of the disease, they change forms, such as blue to green, and their gem changes with them. Eventually, when they become masters of their power, they become death slaads, the most powerful of the slaads. They have learned that obtaining enough power instead of killing a death slaad is enough to make them a death slaad, and because they have trained for this, their alignment stays the same.

Slaadi Gemstone

At 3rd level, you have your slaadic gemstone in the middle of your chest. This gemstone gives off bright light for 10 feet and dim light for 10 feet, regardless of if you are wearing armor or not.

You cannot be disarmed of this gemstone, but the same spells that are used to extract a normal slaad's gemstone can be used to extract yours. However, when someone takes your gemstone, you are not under their control.

Slaad Transformation

Once this craft is chosen at 3rd level, you begin to learn how to control this disease still running through you. As a bonus action, you may take on your slaadic self for 1 hour. You can speak, use equipment, and wear armor in this form. You can also revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

Once this feature has been used, it cannot be used again until you finish a short or long rest.

Slaad Transformation Features

While transformed, you gain the following features:

Slaad Color. You begin as a red or blue slaad, and your slaad color as of now is red/blue. This color does not affect your abilities during your transformation.

Inpenetrable Skin. You gain resistance to acid, cold, fire, lightning, and thunder damage.

Sharp Claws. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 13th level.

Chaos Phage. You haven't yet learned how to completely control the chaos phage disease, causing you to sometimes lose control, especially when it's difficult to concentrate. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

The Way of Slaad

Those who choose The Slaadi Craft choose this path with conviction, understanding the terrible burden it is and the challenges it brings with it. While most who have succumbed to this disease have lost control, these geomancers accept the gifts it brings while maintaining control through intense training and intense connection with their gemstones. These factors enable a member of the Slaadi craft to prevent the spread of their disease through bloodshed, should they wish to. The craft members understand the difficulty to keep control, and swear to protect others from this fate unless requested.

Should a member of this craft have their gemstone stolen, it is a terrible shame on their name, the craft, and those who carry the burden still. There have been passages written about craft members losing their stones against their will, but those brothers and sisters tirelessly retrieve their stone and take the Renewal Ceremony restore their honor.

Although benefits remain uniform, coloring varies in the slaad types, marking the ranking of a member in the craft. While red and blue slaad forms mark new members, only the eldest and wisest members of the craft carry the gray slaad form known as the death slaad, and therefore these brothers and sisters lead the clan.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

Credit: Power Score: Dungeons & Dragons - A Guide to the Slaad

Slaad Transformation

At 7th level, your slaad form has changed and become more powerful. You are now a green slaad, and you now have more abilities.

Infectious. You have learned how to plant eggs in others without passing the disease on. Once per long rest, you may plant a tiny egg inside the body of the target. While the egg resides in the creature, the target gains disadvantage on attack rolls, and their speed is halved. This egg remains in the creature's body for 24 hours, where it then disintegrates.

At 18th level, you may do this twice per long rest.

Sharper Claws. Also at 7th level, when using your unarmed strikes in slaad form, you may use your specialty gemstone abilities on your unarmed strikes. While using them on your unarmed strikes, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you gain +1 to melee damage rolls while in your slaad form and have an advantage on Strength checks and saving throws.

Advanced Slaad Transformation

At 13th level, it is time to shed your green slaad skin, and you are now a gray slaad. You have taken more control of your slaad form as well, granting you the ability to transform into your slaad form twice per long rest. In addition, you gain the Slaadi Regeneration feature.

Slaadi Regeneration. At the start of each of your turns, before you roll for the chaos phage trait, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point and have less than half of your hit points remaining.

Slaad Mastery

At 18th level, you have transformed into the king of all slaads, the death slaad. In addition, you have dominated and controlled your slaad form, and as such may transform into your slaad form an infinite amount of times, and can stay in this form indefinitely.

You also gain advantage on saving throws against spells and other magical attacks.

Gem Warrior

Some Geomancers look for other gems as sources of power. Some look to evil beings. However, those of the Gem Warrior craft seek to take the raw power of gemstones to the next level. They seek to add even more gemstones to their armor, using any place they can find on the armor as a spot to place another. However, too much power can destroy even the strongest of fighters, so Gem Warriors have the tedious task of channeling and controlling that power to keep it in check. However, those who successfully achieve this are able to wield the true light and energy of gemstones.

Warrior’s Shield

At 3rd level, you are beginning to control the power of gem power and now have light energy coursing through your armor, giving you the Armor of Daylight that adds unique effects to your armor. You gain one additional gem slot and one additional specialty gemstone. In addition, when you take at least 15 damage, as a reaction, you may use the power of your additional gemstone to sprout a shield. You cannot be disarmed of this shield, and it acts as a +1 shield. Furthermore, You begin to experience the light of gemstones. As an action, choose one creature. Each creature must make a Wisdom saving throw or become blinded for 1 minute

After activation, this shield lasts until your hit point loss is 15 or less, and you may shrink it down or enlarge it as a bonus action during this time.

At 13th level, this shield instead adds +6 to your armor class when you instead take at least 30 damage. You also may choose up to three creatures to make Wisdom saves.

Warrior’s Protection

Beginning at 7th level, you gain yet another gem slot, this one being on your helm. If you don't have a helmet, place this gem slot in a place of your choosing. Also, you may morph your armor to cover your entire face as a bonus action. However, your vision and hearing are compromised a bit, giving you disadvantage on Wisdom (Perception) checks. You gain a +4 to your armor class. In addition, you gain advantage on Charisma (Intimidation) checks during this time.

You may end this effect as a bonus action at any time.

Extra Slots

Starting at 13th level, you are continuing to harness the power of extra gem slots. You gain one additional gem slot and one additional specialty gemstone. Also, you begin to radiate light because of your extra gemstones. You give off bright light for 5 feet and give off dim light for 5 feet, and you can turn this effect off at any time. Also, your armory begins to improve because of the pure light and power you yield. As a bonus action, you may have two daggers sprout from your armor. These daggers have the same properties as +3 daggers, but these daggers deal radiant damage. Also, when you throw these daggers, they give off blasts of energy, and each creature within 10 feet of them when they are thrown takes 3d10 radiant damage and must make a Constitution saving throw or be blasted 10 feet away. If you drop or throw these daggers, you may summon them back to your hands as a bonus action.

At 18th level, you may use these daggers indefinitely, and the damage die of the blast becomes 6d10.

Warrior’s Weapon

Beginning at 18th level, you have learned to perfectly control the power of gemstones. You gain another extra gem slot, this one on one weapon. Weapons you use are now bonded to you and cannot be disarmed from you. Your mastery over gemstones now allows you to harness their pure light and power to make your weapon attacks radiant damage instead of bludgeoning, piercing, and slashing damage. In addition, your weapons give off bright light for an additional 20 feet and dim light for an additional 10 feet unless you choose not to have them do so and you gain +5 to all attack and damage rolls made with this weapon.

Black Order

The Black Order Craft was not always such a dark and inhumane craft. In the beginning, the thought that geomancers could cast spells through the power of gemstones seemed simple enough, and many grew to support this ideal. However, what started out as a simple craft of geomancers became a much different force when Vox Ruthynil joined this craft. As a boy, Vox had learned from an early age the idea of taking resources from innocent creatures for further gain, which would culminate to him killing an adult owlbear at age 10 and using its feathers as a cloak. His parents, seeing this as a bad path to take, realized that they needed to stop this and sent their son to live with his uncle, whom was a geomancer of the Black Order craft, then known as the Crystalline Magic craft and a symbol of prosperity. This temporarily subdued the path of Vox and allowed him to grow into a fine young man a member of the craft, which by this time, his uncle was the leader of. However, a near death experience with a pack of snowy wolves would cause Vox to lash out in a fit of power. The color drained from his face and gemstones, normal spellcasting effects, but then he began drawing the misty, silky souls of these wolves into his stones. Realizing this newfound power, Vox saw no need for his uncle, now the leader of his craft, nor any need for the craft as a whole. While many tried to stop him, Vox began to eliminate any traces or members of the craft, all while gaining followers he taught himself, creating the Black Order. This dark craft relies on necromancy and evocation spells.

Spellcasting

When you reach 3rd level, you heighten your powers with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Black Order Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell False Life and have a 1st-level and a 2nd-level spell slot available, you can cast False Life using either slot.

Black Order Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the necromancy and evocation spells on the wizard spell list.

The Spells Known column of the Black Order Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an necromancy or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an necromancy or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Focus

You may use the Blackened Jet Gemstone that you receive when joining the craft as your spellcasting focus.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Strengthened Connection

At 3rd level, you recieve the Blackened Jet gemstone, which you can place in your armor without taking up a gem slot, and you have connected yourself further to the plane of earth to allow you to cast spells. You now only need a short rest to use your gem extraction feature.

In addition, if the material components of a spell are not consumed but have a value in gold, you may use a precious gem worth the same as or more than the material components required.

Regain Energy

At 7th level, you learn to absorb the souls of your enemies and to use them as fuel for your spells. Every time you or one of your allies slays a foe, you may choose to use your Blackened Jet gemstone as a source to hold onto this soul to serve you one last purpose. Once you gather 5 souls, you may use an action to regain one 1st level spell slot.

Once you capture a dead soul, it remains with you for 12 hours, after which it moves on to the spirit world. At 13th level, you may regain one 2nd level spell slot this way.

Magic Absorption

Starting at 13th level, you have further understand the art of holding souls of creatures within stones. Whenever you or your allies knock a creature that isn't undead or a construct below 15 hit points, you may use an action to force the creature to make a constitution saving throw, sucking their soul into one of your stones before death, therefore incapacitating them.

Alternatively, because you have now learned how to transfer the life energy found in gemstones to others, you can instead use an action to transfer 3d10 hit points from the soul of the creature to an ally within 60 feet of you.

Masterful Connection

At 18th level, you have mastered your connection to the plane of earth, allowing you to only need an action to use your gem extraction feature. You have also mastered the art of regaining spell energy from gems. You may use an action to regain one 2nd or 3rd level spell slot. However, only spells with base levels of 2nd and 3rd can be used with these slots, and they must be used at their base level.

Additionally, once per long rest, you call upon all the gemstones you've destroyed and ruined that have brought you to this point to have them serve you one last purpose. You may center a 30 foot sphere around a creature, and all creatures except for those you choose not to must roll a Dexterity saving throw. On a failed save, they become wrapped in tendrils of black stone, becoming restrained, and they take 10d10 bludgeoning damage, or half as much and not being restrained on a successful one.

Gemstone Dragon

Gemstone dragons are mysterious and reclusive creatures with few adventurers even getting a glimpse of them in their entire lifetimes. To stay away from society, these crafty creatures build extensive cave systems where they can live in peace away from humans. However, due to human greed and curiosity, the homes of these beasts began to become disgruntled and destroyed, and these dragons soon were hunted for their special psionic abilities and treasures.

Seeing this, a small faction of geomancers looked past the intimidating exteriors of these reptiles and sought to form companionships with these dragons to help keep their secrecy and safety. This form of aid soon became a bond between dragon and geomancer, and it seemed like the two creatures' affiliation with gemstones gave them some sort of deeper understanding of each other, like they came from the same roots, or stones for that matter. This bond between human and dragon soon turned into a craft that geomancers could take in order to both protect the culture of dragons and make themsleves stronger along with their dragon companions.

Draconic Bond

At 3rd level, you have a bond formed with a dragon. Choose one type of dragon as the creator of this bond. Features you gain later use the damage type associated with each dragon.

Draconic Bond
Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

You also can speak, read, and write Draconic.

Gemstone Companion

Whether through a ritual, encounter with a gemstone dragon that gives you their young to bond with, or through a random find, you obtain an egg that then hatches at 3rd level to give you your dragon companion.

If you are ever slain (in battle or otherwise), your dragon will also die after a number of hours equal to your dragon knight level, during which it will attempt to do everything in its power to return you to life.

If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of precious gems per your dragon knight level, you can call forth your companion's spirit and use your magic to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body.

Returning your dragon to life is a gruelling process, and you must expend some of your own life force to compel the dragon back to life. You can choose to expend any number of hit dice when you finish the ritual. Make a Charisma check, with the DC being equal to 15 minus the number of hit dice you expended. The DC cannot be lowered below 5 in this way.

On a failed ability check, the dragon is restored to life, but you aren't able to regain any of the hit dice you expended for the ritual until 7 days have passed. Additionally, you and your dragon both suffer three points of exhaustion. On a successful ability check, the dragon is restored to life, and you can regain the spent hit dice as normal.

Gemstone Bond

Also at 3rd level, your dragon gains many benefits while you two are together.

Your dragon obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, attitudes, and so on (no action required by you). Your dragon shares your initiative, and takes its turn immediately after yours. If you are incapacitated, your dragon acts on its own, and if you're absent, it rolls its own initiative.

Your dragon can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to instruct it to take another action. If you are incapacitated, your dragon can take any action of its choice, not just Dodge.

Also because of its youth, it has yet to master flying, and as such, falls if it ends its turn in the air. Additionally, it can't fly with a creature it has grappled or be used as a mount until you reach 13th level, at which point it is strong enough and properly trained to support other creatures.

Your dragon companion has abilities and game statistics determined in part by your level. Your dragon uses your proficiency bonus rather than its own. While not wearing barding, a dragon companion has a natural armour class of 10 + its Constitution modifier + your proficiency bonus.

Your dragon companion is proficient in all the saving throws you're proficient in, and has two proficiencies of your choice. Also, your dragon companion can't attune to or activate magical items.

For each level after 3rd, your dragon companion gains an additional hit die and increases its hit points accordingly. The dragon's hit dice are d10s, regardless of its size. When the dragon is reduced to 0 hit points, it makes death saving throws as a player would.

Also, you and your dragon always know the direction to one another, and can communicate with vague images, emotions, and feelings, regardless of distance.

In addition, the dragon cannot have its size increased beyond large (but would still gain the extra benefits of the enlarge/reduce spell, for example). The dragon's level is equal to your geomancer level for the purpose of calculating spells like polymorph and true polymorph.

Whenever you gain the Ability Score Improvement class feature, your dragon's abilities also improve. Your dragon can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dragon can't increase an ability score above 20 using this feature.

Wyrmling Advancement

Starting at 7th level, your dragon companion continues to grow, and gains the following benefits:

  • Its claw attacks deal an additional 1d4 slashing damage.
  • Its flying speed increases by 15 feet, and its other speeds increase by 5 feet
  • The dragon's wings are stronger, and it no longer falls to the ground if it ends its turn in the air
  • The dragon may act as another gem slot for you, and as such can use its action to activate a gemstone that it's holding's abilities
  • Its claw attacks count as magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage

Breath Weapon

Also at 7th level, your dragon has developed the glands to shoot raw, destructive elements from its mouth, with the saving throw calculated as follows:

Breath Save DC = 8 + your proficiency bonus +

your dragon's Constitution modifier

The shape of the breath is different depending on the colour of your dragon, as shown in the table below. The damage is the same as the dragon's relevant damage type (e.g. a red dragon's breath would deal fire damage).

Dragon Breath Weapon
Amethyst 15 ft. cone (Strength save)
Crystal 15 ft. cone (Con. save)
Emerald 15 ft. cone (Int. save)
Sapphire 15 ft. cone (Con. save)
Topaz 15 ft. cone (Con. save)
   

As an action on its turn, the dragon can breathe its relevant destructive energy in a cone as shown on the table. Each creature in the area takes 4d6 damage on a failed save, or half as much on a successful one.

The area of the line and cone and the damage of the breath weapon increase as you gain levels in this class, as shown below.

Your dragon can use this ability twice, and it regains all expended uses when you finish a short or long rest.

Level Damage Area
7th 4d6 15 ft. cone
13th 7d6 30 ft. cone
18th 9d6 60 ft. cone

Young Advancement

At 13th level, your dragon companion still grows, and gains the additional following benefits:

  • The dragon's size is now large
  • Its flying speed increases by 15 feet, and its other speeds increase by 5 feet
  • As long as your dragon can see you, it has advantage on all saving throws
  • Its claw attacks deal an additional 1d4 slashing damage

Gemstone Lair

Also at 13th level, you and your dragon begin to use the gemstones you possess as conduits for your dragon's lair. You and your dragon gain abilities respective to the dragon type. The DC for the following saving throws is 16.

Amethyst. Twice per short or long rest, you or your dragon can choose an open space with 5 additional feet of open space surrounding it. You exist in your own space and the chosen space simultaneously until the end of your next turn. During this time, whenever you move or take an action, you may choose which version of yourself or your dragon is moving or acting. If an effect that can target both versions is used, you are only effected once.

Crystal. You or your dragon can choose a point that you can see within 60 feet. As an action, you or your dragon may force all creatures in the area to succeed on a Dexterity saving throw or take 2d12 radiant damage and be outlined in light. While a creature is outlined in light, all attacks made against them have advantage. The light fades at the end of your next turn.

Emerald. You or your dragon may use an action to cause yourself to become invisible, and you gain the invisible condition until until the end of your next turn.

Sapphire. You or your dragon may as an action choose one creature. That creature is enveloped in thunderous sound that can be heard up to 100 feet away, and that creature must succeed on a Constitution saving throw or take 3d8 thunder damage and become stunned until the end of its next turn.

Topaz. You or your dragon may choose up to two creatures within 60 feet of you. As an action, you may force them to succeed on a Constitution saving throw or take 4d6 necrotic damage. In addition, negative energy surrounds the creatures, and all creatures you choose within 60 feet cannot regain hit points until the end of your next turn.

Gemstone's Power

At 18th level, you and your dragon have discovered the true power of the gemstones you possess, and have created a bond strong enough to use this power in battle. You are now immune to your dragon's damage type. Once per long rest, each dragon respectively may use an ability. Use your spell save DC for any saves you make for these abilities.

Amethyst. Your dragon spits an amethyst out of its mouth that explodes at a point it can see within 60 feet. Each creature within a 20 foot radius centered around that point must succeed on a Dexterity saving throw or take 4d8 force damage and be knocked prone.

Crystal. Your dragon releases a searing beam of starlight at a creature it can see within 60 feet. The target must succeed on a Dexterity saving throw or take 11d6 radiant damage.

Emerald. Your dragon creates a mote of dancing green flames around a creature you can see within 60 feet of you. That creature must succeed on a Dexterity saving throw or take 12d6 fire damage.

Sapphire. Your dragon telekinetically causes a giant piece of sapphire to rise from the ground, and then flings it at a creature it can see within 60 feet. That creature must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage and be stunned until its next turn.

Topaz. Your dragon chooses a creature or object it can see within 60 feet. That target must make a Constitution saving throw or take 9d8 necrotic damage. If this damage sets the target to 0 hit points, it crumbles to dust.

Dragon Types

Choose one of the following dragons as your companion for this craft.


Amethyst Dragon

Medium dragon, (alignment same as geomancer)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Same as geomancer
  • Skills Perception +4, Stealth +1
  • Damage Immunities force, psychic
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Amphibious. The dragon can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Crystal Dragon

Medium dragon, (alignment same as geomancer)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., climb 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

  • Saving Throws Same as geomancer
  • Skills Perception +3, Stealth +3
  • Damage Immunities cold, radiant
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Emerald Dragon

Medium dragon, (alignment same as geomancer)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 14 (+2)

  • Saving Throws Same as geomancer
  • Skills Perception +4, Stealth +2
  • Damage Immunities fire, psychic
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Sapphire Dragon

Medium dragon, (alignment same as geomancer)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., burrow 10 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (+0) 8 (-1) 14 (+2)

  • Saving Throws Same as geomancer
  • Skills Perception +4, Stealth +2
  • Damage Immunities lightning, thunder
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Draconic

Spider Climb. The dragon can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check

Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Topaz Dragon

Medium dragon, (alignment same as geomancer)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

  • Saving Throws Same as geomancer
  • Skills Perception +4, Stealth +2
  • Damage Immunities cold, necrotic
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Draconic

Amphibious. The dragon can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Practice

Safe

Homebrewing

Cover Art: Jewels by gerezon on DeviantArt

Lead Designer: @Swordboy24#7286

Additional Design And Art Editing: @Wild Marshmallow#0705, ForksAndKnives#4774

Credits

Thank you to homebrewery for starting the creation of this class, and to gmbinder for this amazing site, and finally to my friends who have helped make this class what it is today.

Art in Order of Appearance: Scarypet, Wizards of the Coast (Waterdeep Dragon Heist), Role Play: Roleplaying on non-roleplay realms (Blizzard Watch), Wizards of the Coast (Eberron: Rising From the Last War), Artstation- Gnome Gemseeker, Lukasz Jaskolski, Sean Andrew Murray "The Geomancer", Power Score: Dungeons & Dragons - A Guide to the Slaad , The Shaman by Tatchit, Wizards of the Coast (Out of the Abyss), Pinterest.fr, news story main image Gemstone Dragons jpg. Giantitp.com

Art Lining Links: https://images-ext-1.discordapp.net/external/nS0i8Q1R4ORb77jIPUsmRbukJrXGmAhLtmXJXNmtLMQ/https/i.imgur.com/NwecXt3.png?width=471&height=664, https://images-ext-2.discordapp.net/external/dOyE2H1opjMKl3HFtiKlBbixiBzpoT-e8sIRUgCBkC8/https/i.imgur.com/tQjcZ5n.png, https://images-ext-2.discordapp.net/external/GHmQlzohH_vmMFKBaZIFx_2GX1LxKL3qdkmdNSTTFmo/https/i.imgur.com/DuF6g9s.png?width=513&height=664

References: Player's Handbook, Xanathar's Guide to Everything, Blood Hunter (Critical Roll), Explorer's Guide to Wildemount, Dragon Knight Class by Rain Junkie.

Editing/Proofreading: @Wild Marshmallow#0705, @Karma Kitty#6766, @jomgy#8587, @SgtBriar#2808, @Jaek#9501, @Reignant#2447

The Geomancer is unofficial Fan Content permitted under the Fan Content Policy. This is not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.

@Wizards of the Coast LLC.

 

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