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The Geomancer class is a spellcaster who uses the environment to tailor their magic, turning the surrounding elements into potent weapons and tools.

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Joshua Crouch

I feel like this could have just been a Warlock subclass(es) instead of a whole class? It feels fairly underwhelming feature-wise. You could just have it be: 1st - Elemental Patron Expanded Spells + Stone's Blessing 6th - Wholesome Stone 10th - Elemental Rapport (Really underpowered tho) 14th - Elemental Radiance (Also super underpowered) Then just tie everything else to pact-specific invocations. There's nothing particularly novel about this class other than further limiting yourself based on environment with no real benefit to it (such as removing the need for material components for the spells). There's also a weird focus on divination magic when, outside *contact other planes*, everything about this class screams conjuration.

sabazius

I really like this - it's the elemental warrior that the Eldritch Knight and the Way of Four Elements Monk didn't quite capture. The main issue is obviously going to be consistency - until level 5, you don't have anything more damaging than your cantrips when you're on a boat (assuming a wooden boat doesn't count as a plant, being dead), which is kind of sucky for a caster. Once you take into account Xanathar/Elemental Evil/Sword Coast Adventurer's Guide spells, there's a lot more flexibility. It's a really nice midpoint between having a set spell list that only changes every level and having to prepare from a massive list each day.

Tyler Ciscell

The only real question/issue I saw is that stone's blessing is very, very powerful once you get to around 10th level or so. Granting 5 PC's each 15 temporary HP....is a lot of temporary HP. And you can do it 5 times a day, as a bonus action! Maybe make it a standard action instead? The geomancer seems very focused on buffing allies rather than using a damaging cantrip. Which is cool! Stone's blessing seems to be the heart of the class. So possibly even making stone's blessing at-will would be reasonable, as a trade-off for it becoming a standard action.

Tyler Ciscell

Ok one more thing. The conqueror ability to deal extra melee damage is very cool. However I think it should be equal to their conqueror dice, rather than twice that number. Adding +10 damage to all melee attacks, every combat (5 combats a day or more) when they get two melee attacks/round, is too strong. Or it could be +10 damage, but only for the next round after using stone's blessing.

Mike Myler

Woop woop! Glad to hear you're digging it Tyler! I've put your comments to Josh but admit that I'm skeptical. We may revert Stone's Blessing to be an action instead of a bonus action (it is kind of a big thing) but are pretty comfortable with the limiters on it as is--there's a feat that effectively does this 3/day with 10 minutes of talking and getting to use it quickly so to make Stone's Blessing worthwhile, you can use it while still having the "meat" of your turn. As for Sovereign Strike--a war domain cleric does 9 (2d8) with each hit starting at 14th level, that's always on, and it doubles. Sovereign Strike has more limitations on it and is static so we've got it at 10th (still in that gaming sweet spot between 5th and 12th level). That said we'll see what Josh says and I'll let you know (and by all means, tweak the class to your liking for your home games :D).