TEXT: EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Geomancer: Basic
         n aged dwarven sage
           with a flowing beard 
  casts out his runestones, 
  reading each carefully in 
  a measured tone, “clear 
  weather and good health 
  throughout the land, but 
  one who is mighty will be 
  lain low.”
  Geomancer: Basic is a 
  potent spellcasting class 
  that utilizes the world 
  around them to work their 
  magic, turning the basic 
  elements and their very
  environment into powerful 
  weapons in their hands.
  Geomancer: Basic
  Geomancer: Basic
  Writing	
  Josh Gentry
  Color	Art	
  Alba Palachio, 
   
   
  Joyce Maureira
  Editing		
  Mike Myler
  A
  
  EN World EN5ider | Geomancer: Basic
  Whether consulting the fates or manipulating the  
  elements, geomancers are deeply connected to the 
  forces which govern the multiverse. Both while wag-
  ing war or building community, geomancers bring 
  their peculiar mystical orientation to the forefront of 
  all their magical work.
  COMMUNAL MYSTICS
  Everything is connected: the co-mingling of the ele-
  ments that produce the multiverse and the congre-
  gations of people that form civilization just different 
  sides of the same coin. Geomancers see the relation-
  ships between all beings―energies which circulate 
  the globe―and they manipulate that flow to pro-
  found effect through insights grounded in context and 
  community. While some use their power to escape 
  the world, most use their transcendence to serve (or 
  reshape) it instead.
  QUICK BUILD
  Wisdom should be your highest ability score, followed 
  by Constitution. If you chose order of the Conqueror 
  or Rune Knight, also prioritize Strength. Choose the 
  cantrips druidcraft and produce flame. 
  CLASS FEATURES
  Hit Points
  •	 Hit	Dice: 1d8 per geomancer level
  •	 Hit	Points	at	1st	Level: 8  + your Constitution bo-
  nus
  •	 Hit	Points	at	Higher	Levels:	1d8 (or 5) + your Con-
  stitution modifier per geomancer level after 1st
  			
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  									Table:	The	Geomancer
  Level
  Proficiency	
  Bonus
  Features
  Cantrips	
  Known
  Elemental
  Spell	Slots
  Spell	
  Level
  1st
  +2
  Sacred Stone, Elemental Magic, Geomantic Order
  2
  1
  1
  2nd
  +2
  Written in Stone
  2
  2
  1
  3rd
  +2
  Order Feature
  2
  2
  2
  4th
  +2
  Ability Score Improvement
  3
  2
  2
  5th
  +3
  Wholesome Stone
  3
  2
  3
  6th
  +3
  Order Feature
  3
  2
  3
  7th
  +3
  Numinous Acquaintance
  3
  2
  4
  8th
  +3
  Ability Score Improvement
  3
  2
  4
  9th
  +4
  Elemental Rapport
  3
  2
  5
  10th
  +4
  Order Feature
  4
  2
  5
  11th
  +4
  Cosmic Emanation (6th level)
  4
  3
  5
  12th
  +4
  Ability Score Improvement
  4
  3
  5
  13th
  +5
  Cosmic Emanation (7th level)
  4
  3
  5
  14th
  +5
  Order Feature
  4
  3
  5
  15th
  +5
  Cosmic Emanation (8th level), Inerrant Sight
  4
  3
  5
  16th
  +5
  Ability Score Improvement
  4
  3
  5
  17th
  +6
  Cosmic Emanation (9th level)
  4
  4
  5
  18th
  +6
  Global Influence
  4
  4
  5
  19th
  +6
  Ability Score Improvement
  4
  4
  5
  20th
  +6
  Elemental Master
  4
  4
  5
  Multiclassing Prerequisites Wisdom 13
  Proficiencies Gained Light armor, shields, one tool and one skill proficiency from the geomancer’s proficiency list.
  
  EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Geomancer: Basic
  Open	Game	Content	| The game 
  rule information in this article is 
  designated Open Game Content. 
  All other material in this article, 
  including maps and illustrations 
  (including illustrations in the 
  public domain), in-character and 
  out-of-character narrative and descriptive text, char-
  acter and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product and 
  article titles, and EN World and EN Publishing logos, 
  are designated Product Identity.
  Proficiencies
  •	 Armor: Light armor, medium armor, shields
  •	 Weapons:	Simple weapons 
  •	 Tools: Choose one from cartographer’s tools, jew-
  eler’s tools, mason’s tools, or potter’s tools
  •	 Saving	Throws: Intelligence, Wisdom
  •	 Skills: Choose two from Arcana, History, Insight, 
  Investigation, Medicine, Nature, Perception, and 
  Religion
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background:
  • (a) scale mail, (b) leather armor, or (c) chain mail 
  (if proficient)
  • (a) a priest’s pack or (b) a scholar’s pack
  • One weapon with which you are proficient
  • One tool kit with which you are proficient
  • A sacred stone: either (a) a blessed crystal, 
  (b) a bag of runestones, or (c) a stone tablet.
  Sacred Stone
  At 1st level, you have a sacred stone―such as a bless-
  ed crystal, a bag of runestones, or a stone tablet in-
  scribed with scripture or art―to aid you in your magic 
  and focus your spells. You can also use your sacred 
  stone to unleash mystical powers, some of which you 
  gain as you gain geomancer levels. 
  Stone’s Blessing
  If you are holding your sacred stone or if it is on your 
  person, you can use it as a bonus action to grant tem-
  porary hit points to yourself and each friendly crea-
  ture you can see within 30 feet. You grant a number 
  of temporary hit points equal to your Wisdom modi-
  fier (minimum 1). You can use this ability a number of 
  times equal to half your geomancer level (minimum 
  1), and you regain all expended uses when you finish 
  a long rest.
   
  Memorizing Divination Rituals
  Your sacred stone also helps you learn divination ritu-
  als. When you find a divination ritual spell of 1st level 
  or higher you can memorize it by practicing its use, 
  but only if a cleric or wizard of your geomancer level 
  could prepare it.
  For each level of the spell, the process takes  
  2 hours and costs 50 gp, like a wizard copying a spell 
  into their spellbook. The cost represents material 
  components you expend as you experiment with the 
  spell to master it, as well as the incense used to med-
  itate on the magic. Once you have spent this time and 
  money, you can cast the ritual at will. You cannot cast 
  these spells using Elemental Magic spell slots.
  Replacing	Your	Sacred	Stone
  Although each geomancer’s sacred stone is unique 
  and holds precious sentimental value, a thief may 
  not find it of such intense magical value (unless 
  the fates so conspire). Even so, if you lose your 
  sacred stone, you can find or create another ob-
  ject of similar ritual value for about 50 gold. Some 
  geomancers collect a few such curiosities in case 
  the worst should happen. Even though you can-
  not activate Stone’s Blessing without your sacred 
  stone, losing or replacing your stone has no effect 
  on the divination rituals you’ve memorized.
  Elemental Magic
  Your connection to the forces of creation have given 
  you facility with spells.
  Cantrips
  You know two cantrips of your choice from the geo-
  mancer spell list. You learn additional geomancer 
  cantrips of your choice at higher levels, as shown 
  in the Cantrips Known column of the Geomancer 
  table.
  
  EN World EN5ider | Geomancer: Basic
  Spell	Slots
  Table: The Geomancer shows how many spell slots 
  you have. The table also shows what the level of 
  those slots is; all of your spell slots are the same lev-
  el. To cast one of your geomancer spells of 1st level 
  or higher, you must expend a spell slot. You regain 
  all expended spell slots when you finish a short or 
  long rest. 
  For example, when you are 5th level, you have 
  two 3rd-level spell slots. To cast the 1st-level spell 
  burning hands, you must spend one of those slots, 
  and you cast it as a 3rd-level spell.
  Environmental	Availability
  Unlike most spellcasters, you do not “learn” spells 
  of 1st- through 5th-level. Instead, your spell list for 
  these levels are split across five elements―Earth, 
  Fire, Metal, Water, and Wood―and those spells are 
  available for you to cast only under certain environ-
  mental conditions. 
  To cast a geomancer spell of 1st- through 
  5th-level, you must spend an elemental spell slot of 
  that level or higher, and you must meet that spell’s 
  environmental availability. Environmental availabili-
  ties are as follows:
  • Earth―You must be standing on ground or stone, 
  or there must be a Medium-sized or larger earth-
  en or stone object within 30 feet of you.
  • Fire―There must be a Medium-sized or larger 
  flame within 30 feet of you.
  • Metal―There must be a Medium-sized or larger 
  metallic object within 30 feet of you.
  • Water―There must be a Medium-sized or larger 
  body of water within 30 feet of you.
  • Wood― There must be a Medium-sized or larger 
  plant within 30 feet of you.
  Depending on the environmental situation, a 
  geomancer may have many or very few options for 
  spellcasting.
  Variant:	Expanded	Availability
  At the GM’s discretion, a Medium-sized or larger 
  creature within 30 feet composed of a given ele-
  ment also counts for providing geomancers with 
  environmental availability. Such creatures might 
  include elementals, plants, or constructs.
  Spellcasting	Ability
  Wisdom is your spellcasting ability for your geo-
  mancer spells, so 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 geomancer 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
  Spellcasting	Focus	&	Material	Components
  You can use your sacred stone as a spellcasting focus 
  for your geomancer spells. Your geomancer spells 
  do not require material components when the total 
  cost of the material components is less than 100 gp.
  Geomantic Order
  At 1st level, you have been initiated into an order of 
  fellow geomancers in your discipline. You can choose 
  the order of the Apothecary, Architect, Conqueror, or 
  Rune Knight. Your choice grants you features at 1st 
  level and again at 6th, 10th, and 14th level. The order 
  of the Apothecary, Architect, and Rune Knight appear 
  in EN5ider: Geomancer (Advanced).
  Written in Stone
  At 2nd level, you learn augury and can cast it with Ele-
  mental Magic or as a ritual. Your sacred stone suffices 
  for the material components. If a divination spell you 
  cast requires a focus or material components which 
  are not consumed, your sacred stone counts as a sub-
  stitute material worth a number of gold pieces equal 
  to 25 gp times your geomancer 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.
  Wholesome Stone
  At 5th level, your sacred stone grows in power. The 
  temporary hit points granted by Stone’s Blessing in-
  creases to your Wisdom modifier + your geomancer 
  level.
  
  EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Geomancer: Basic
  Numinous Acquaintance
  From 7th level onward, your forays into the unspeak-
  able realms grant you worldly insight. You can cast de-
  tect evil and good at will, without expending a spell 
  slot.
  Elemental Rapport
  At 9th level, you learn to relate personally with the 
  forces of creation. You can speak and write Aquan, 
  Auran, Ignan, Primordial, and Terran. You also have 
  advantage on Charisma (Deception), Charisma (Per-
  suasion), and Wisdom (Insight) checks made when 
  interacting with elementals.
  Cosmic Emanations
  At 11th level, your connection to the foundations of 
  reality grants you a magical secret called an emana-
  tion. Choose one 6th-level spell from the geomancer 
  spell list as this emanation. You can cast your ema-
  nation spell once without expending a spell slot. You 
  must finish a long rest before you can do so again. At  
  higher levels, you gain more geomancer spells of your 
  choice that can be cast in this way: one 7th-level spell 
  at 13th level, one 8th-level spell at 15th level, and one 
  9th-level spell at 17th level. You regain all uses of your 
  Mystical Emanations when you finish a long rest.
  Elemental Radiance
  At 13th level, your sacred stone surrounds allies in 
  a holy light. When you use Stone’s Blessing, choose 
  one of the following: acid, cold, fire, force, lightning, 
  necrotic, poison, psychic, radiant, or thunder. While a 
  creature has temporary hit points from Stone’s Bless-
  ing, it also has resistance to the type of damage that 
  you chose.
  Inerrant Sight
  Starting at 15th level, your eyes awaken to cosmic 
  truth. You can use this feature to cast true seeing on 
  yourself once between long rests, without spending 
  material components or a spell slot.
  
  EN World EN5ider | Geomancer: Basic
  Global Influence
  At 18th level, your Stone’s Blessing and other geo-
  mancer features (including those gained from your 
  order) improve from a range of 30 feet to 60 feet.
  Elemental Master
  At 20th level, your being becomes connected to re-
  ality itself, allowing you to draw on new reserves of 
  mystical power to regain expended spell slots. You can 
  spend 1 minute contemplating the unity of existence 
  to regain all your expended Elemental Magic spell 
  slots. Once you regain spell slots with this feature, you 
  must finish a long rest before you can do so again.
  ORDER OF THE CONQUEROR
  “If you know the enemy and know yourself, your vic-
  tory will not stand in doubt; if you know Heaven and 
  know Earth, you may make your victory complete.” 
   
   
   
        ―Sun Tzu, The Art of War
  Not everyone awakened to mystical truths seek 
  peace―others still fight for peace through conquest. 
  Conqueror geomancers often apply their mystical arts 
  in service to a military force (be that an imperial army, 
  a rebel alliance, or for ragtag mercenaries) and con-
  duct supreme victory.
  Bonus Proficiencies
  Starting when you take this order at 1st level, you gain 
  proficiency with heavy armor and martial weapons.
  Conqueror’s Decree
  At 3rd level, you obtain a pool of d4s called conqueror 
  dice. At the end of a long rest, you lose any unspent 
  conqueror dice and regain a number of conqueror 
  dice equal to your proficiency bonus. 
  When you or a friendly creature you see within 30 
  feet hits on a spell or weapon attack and deals dam-
  age, you can expend one conqueror die to add it to 
  the creature’s damage roll. 
  Whenever you use Stone’s Blessing, you gain a 
  number of conqueror dice equal to the number of 
  creatures that gain temporary hit points (up to a max-
  imum number of additional dice no higher than your 
  Wisdom modifier). You regain a number of conqueror 
  dice equal to your proficiency bonus when you finish 
  a short or long rest. 
  Extra Attack
  At 6th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Sovereign Strike
  At 10th level, you imperial presence empowers your 
  weapon attacks. When you use Stone’s Blessing, once 
  per turn a melee weapon attack that you make deals 
  bonus damage equal to twice the number of conquer-
  or’s dice you just gained. This bonus lasts for 1 minute.
  Imperial Certitude
  At 14th level, your guidance fills the troops with 
  world-shaking resolve. Creatures with temporary hit 
  points from your Stone’s Blessing have resistance to 
  non-magical bludgeoning, piercing, and slashing dam-
  age. 
  Variant:	Expanded	Elements
  At the GM’s discretion, the geomancer’s spell list 
  can also include any spell that uses the elements 
  in its name (such as “earth”, “ice”, “stone”). This 
  is helpful if the campaign showcases content out-
  side the main rulebooks. The GM can also rework 
  or replace available elements with others―such 
  as Air or Ice―depending on the flavor of the 
  campaign (removing Earth is not recommended 
  and the total number of elements should remain 
  around four or five.)
  
  EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Geomancer: Basic
  GEOMANCER SPELL LIST
  Cantrips
  druidcraft
  mending
  resistance
  true strike
  shillelagh
  produce flame
  Fire
  1st―burning hands
  2nd―flame blade, heat metal
  3rd―fireball, lightning bolt
  4th―wall of fire
  5th―flame strike
  Water
  1st―create or destroy water, fog cloud
  2nd―invisibility
  3rd―sleet storm, water walk
  4th―control water
  5th―cone of cold
  Wood
  1st―entangle
  2nd―barkskin, spike growth
  3rd―plant growth
  4th―blight
  5th―tree stride
  Earth
  1st―shield
  2nd―shatter
  3rd―protection from energy
  4th―stoneskin, stone shape
  5th―greater restoration, wall of stone
  Metal
  1st―shield of faith
  2nd―hold person, magic weapon
  3rd―dispel magic, magic circle
  4th―banishment
  5th―hold monster
  6th
  move earth
  conjure fey
  heal
  true seeing
  guards and wards
  7th
  reverse gravity
  force cage
  plane shift
  regenerate
  8th
  control weather
  earthquake
  demiplane
  maze
  9th
  astral projection
  true resurrection
  time stop
  foresight
  wish
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 235 - Geomancer Basic v4.pdf