Geosoul
GEOSOUL
Concept
Geosouls are mana‑geomancers: shamans of:
- Earth, stone, crystal, magma
- Storms, wind, lightning
- Tectonic and mana‑weather features (Ember Reaches, Glass North, auroral belts, gravity wells)
They channel Ambient Mana (Primal/Arcane) through terrain and elements, not through books or moons.
Compared to Wizard:
- Less raw flexibility, more terrain control and resilience
- Built‑in elemental shapeshift via their Aspect
- Strong interaction with Solinar’s weird regions: mana storms, floating islands, crystal deserts, etc.
Chassis
- Hit Die: d8
- Primary Ability: Wisdom
- Secondary: Constitution
- Saves: Wisdom, Constitution
- Armor: Light and medium armor, shields (non‑metal optional if you want classic druid flavor)
- Weapons: Simple weapons, plus one or two “tribal” or shamanic weapons (spear, staff, sickle)
- Tools: One from: herbalism kit, navigator’s tools, mason’s tools, woodcarver’s tools, or similar “land‑tied” tools
Skills: Choose 3 from: Nature, Survival, Arcana, Religion, Perception, Insight, Animal Handling, Athletics.
Spellcasting (Full Caster)
- Full caster progression (1–9).
- Spellcasting Ability: Wisdom.
- Preparation: You prepare Wis mod + Geosoul level spells/day from the Geosoul list.
- Spell List Theme:
- Druidy/elemental: earth, stone, storm, weather, fire, cold, shaping terrain, plants, sand, crystal.
- Less focus on healing than Cleric/Priest (but some), more on control and environmental dominance.
- Ritual Casting: Yes, for appropriate spells.
We’ll define the list later; for now, refer to “your Geosoul spell list.”
Core Class Features by Level
Level 1 – Earthsense & Elemental Aspect
1. Earthsense
You feel mana through the land.
- You gain tremorsense 10 ft while in contact with ground or stone.
- You have advantage on Wis (Perception) and Int (Nature) checks to:
- Notice unstable ground, thin ice, hidden pits, recent digging.
- Sense mana anomalies in terrain (Glass North‑like features, mana vents, etc.).
2. Elemental Aspect (Subclass)
Choose an Elemental Aspect at 1st level:
- Stone (earth, crystal, stability, resilience)
- Storm (wind, lightning, thunder, sky currents)
- Flame (fire, magma, heat, renewal)
- Others later: Tide, Frost, Void‑Tainted, etc.
Your Aspect grants:
- Aspect cantrip(s)
- Bonus spells (always prepared)
- A 1st‑level passive and/or active feature
- Later: shapeshift forms & stronger element control
I’ll define Stone, Storm, Flame after the chassis.
Level 2 – Shamanic Casting & Channel Element
1. Shamanic Casting
- When you cast a spell that has earth, stone, fire, lightning, thunder, or cold flavor:
- You can subtly alter its appearance and minor effects to match your Aspect (stone shards, lightning arcs, etc.)
- Pure flavor, but codifies that your magic always “looks” geomantic, not wizardly.
2. Channel Element (Lesser)
Once per short or long rest, you can Channel your Aspect:
- As a bonus action, you enter an Elemental Trance for 1 minute:
- You gain a small, Aspect‑specific buff:
- Stone: +1 AC and advantage on checks to resist being moved or knocked prone.
- Storm: +10 ft speed and advantage on Dex saves vs area effects.
- Flame: +1d4 extra fire damage once per turn with a spell or weapon hit.
- We’ll detail per Aspect; baseline is “small but always useful.”
Level 3 – Geomantic Shaping (Minor)
You can subtly reshape the battlefield.
- When you cast a spell that affects an area (cone, line, sphere, etc.) and that thematically fits your Aspect (earth, storm, flame):
- You can exclude a number of 5‑ft squares equal to your Wis mod (min 1) from the effect (friendly shaping).
- Or, if the spell already allows sculpting, you can increase the shaped area by one extra square or 5‑ft cube.
Level 4 – Ability Score Improvement
Level 5 – Elemental Reach & 3rd‑Level Spells
1. 3rd‑Level Spells
You gain access to significant control magic: wall of stone (stone aspect), call lightning (storm), fireball‑equivalents (flame), etc.
2. Elemental Reach
Your elemental influence extends further:
- When you cast a spell of 1st level or higher that deals fire, cold, lightning, thunder, or bludgeoning (from earth/stone sources) damage:
- You can increase its range by 30 ft or extend its duration by 1 round (your choice).
- Uses per long rest = Wis mod.
Level 6 – Aspect Feature & Elemental Form (Lesser)
1. Aspect Feature
Your Elemental Aspect grants a 6th‑level feature (see below).
2. Elemental Form (Lesser)
You can assume a partial elemental shape tied to your Aspect.
- As an action, you transform for 10 minutes, a number of times per long rest equal to your proficiency bonus.
- While in this form, you:
- Retain your own stats and HP.
- Gain Aspect‑specific bonuses (examples):
- Stone: temporary HP, natural armor, slam attack.
- Storm: hover, speed boost, lightning aura.
- Flame: fire resistance, burning aura, fiery touch.
- You can still cast Geosoul spells, but maybe can’t do delicate manual tasks depending on form flavor.
I’ll specify per Aspect.
Level 7 – Mana Terrain Affinity
You thrive in mana‑warped regions:
- In geomantically charged areas (Ember Reaches, Glass North, mana storm belts, floating islands, auroral valleys):
- You have advantage on saving throws against environmental hazards and wild‑magic terrain effects.
- Once per short rest, when you cast a spell while standing on natural ground, you can ignore half cover and three‑quarters cover for that spell’s line of effect.
Level 8 – Ability Score Improvement
Level 9 – Greater Geomantic Shaping & 5th‑Level Spells
1. 5th‑Level Spells
Major battlefield shaping: walls, earthquakes (later), storms, lava flows, etc.
2. Greater Geomantic Shaping
- When you cast a spell that creates terrain (walls, difficult terrain, fog, etc.), you can:
- Increase one dimension (length, width, or radius) by 50%, OR
- Add a secondary effect:
- Stone: the area counts as half cover for you and allies.
- Storm: creatures that start their turn in the area have disadvantage on ranged attacks.
- Flame: creatures entering the area for the first time take 1d6 fire damage (once per round).
Uses per long rest = Wis mod.
Level 10 – Aspect Feature & Elemental Conduit
1. Aspect Feature
Your Aspect grants a 10th‑level feature.
2. Elemental Conduit
- As a reaction, when you take damage from your own spell or elemental effect (earth, storm, flame, etc.):
- You can halve that damage,
- And store a charge.
- On your next turn, you can add that stored charge as +1d8 damage of the same type to one spell or weapon hit.
- You can hold only 1 charge at a time.
Level 11 – Elemental Form (Improved)
Your Elemental Form improves:
- Duration becomes 1 hour.
- Each Aspect gains an additional perk (per Aspect section):
- Stone: full immunity to being pushed or knocked prone.
- Storm: resistance to lightning/thunder, maybe a short teleport.
- Flame: ignite non‑worn objects; melee attackers take small fire damage.
Level 12 – Ability Score Improvement
Level 13 – Elemental Ward & 7th‑Level Spells
1. 7th‑Level Spells
High‑end elemental devastation and terrain warping.
2. Elemental Ward
- You gain resistance to one damage type tied to your Aspect:
- Stone: bludgeoning from nonmagical weapons, or acid (if your stone is crystalline).
- Storm: lightning or thunder.
- Flame: fire.
- Once per long rest, when you or an ally within 30 ft would take damage of that type, you can negate it entirely for that one instance.
Level 14 – Aspect Feature & Elemental Nexus
1. Aspect Feature
Your Aspect grants a 14th‑level feature.
2. Elemental Nexus
Once per long rest, you can create a brief Elemental Nexus centered on yourself:
- As an action, for 1 minute (concentration):
- Your spells of 1st–5th level that match your Aspect’s element(s) are cast as if upcast by +1 level without using higher slots.
- You emit a visible elemental aura; environment may react (stones float, air crackles, flames dance, etc.).
Level 15 – World‑Walker
Your connection to Solinar’s landmasses deepens.
- You gain tremorsense 30 ft while in contact with any solid surface.
- You can always tell:
- Cardinal directions
- Approximate depth underground or altitude above sea level
- Once per long rest, you can meld into natural terrain (stone, sand, soil, or a stormcloud for Storm aspect) for up to 1 hour:
- You are aware of surroundings but cannot move far (GM decides limits).
- Great for scouting, ambush, or survival.
Level 16 – Ability Score Improvement
Level 17 – Elemental Form (Greater) & 9th‑Level Spells
1. 9th‑Level Spells
Capstone‑tier geomantic magic (earthquake, storm of vengeance flavor, volcanic eruption equivalents).
2. Elemental Form (Greater)
Your Elemental Form is now a true partial avatar:
- Duration: up to 8 hours (can be ended early).
- You gain flight, burrowing, or similar movement depending on Aspect.
- You gain immunity to one damage type or condition related to your Aspect (see below).
Level 18 – Living Geode / Stormheart / Flameheart (Per Aspect)
At 18, instead of a generic feature, I’ll tie this directly to Aspects (see below). Broadly:
- Stonesouls: partially crystalline, extremely tough, near‑immortal.
- Stormsouls: walking storm; hard to pin down or control.
- Flamesouls: living fire of renewal and destruction.
Level 19 – Ability Score Improvement
Level 20 – World‑Soul Avatar
You become a World‑Soul Avatar of your Aspect.
- Wisdom +2 (max 22).
- Once per long rest, you can enter a World‑Soul Avatar State for 1 minute:
- You gain all benefits of Elemental Form (Greater).
- Your elemental spells of 1st–5th level can be cast as bonus actions (if their normal time is 1 action).
- Your terrain‑creating spells can ignore immunity/resistance to their environmental damage types.
- You radiate an aura (30 ft) that:
- Stone: grants allies resistance to all physical damage (slashing/piercing/bludgeoning).
- Storm: grants allies evasion vs area spells/effects.
- Flame: grants allies immunity to fire and advantage on attack rolls against creatures that are frightened or vulnerable.
ELEMENTAL ASPECTS
I’ll define three to start:
- Stone Aspect – earth, rock, crystal, stability
- Storm Aspect – wind, lightning, thunder, sky currents
- Flame Aspect – fire, magma, heat, renewal
Each Aspect gives features at 1, 6, 10, 14, 18 and modifies Elemental Form.
1. STONE ASPECT – Stonesoul Geomancer
Theme: Endurance, fortification, tectonic control, crystal mana nodes.
Level 1 – Stone Speaker
- Bonus Cantrip: mold earth (or equivalent) and one of: shillelagh or thorn whip reflavored as stone lash.
- You gain a +1 bonus to AC while you are:
- Wearing light/medium armor or no armor, and
- Standing on solid ground (not flying, swimming, etc.).
- You have advantage on checks to:
- Resist being knocked prone or moved.
- Break or move stone/earth with tools or spells.
You also consider stone/earth‑themed spells as “Stone” for class features.
Level 6 – Stone Form (Lesser Elemental Form details)
When you use Elemental Form (Lesser) as a Stone Geosoul:
- Your skin hardens like rock or crystal.
- You gain:
- +2 AC
- Temporary HP = your level + Wis mod (once per transformation)
- A Slam attack:
- Melee, your spell attack bonus to hit, damage 1d8 + Wis mod bludgeoning.
- You have advantage on Strength checks and saves.
- You count as one size larger for carrying, pushing, lifting.
Level 10 – Stone Bastion
- When you or an ally within 30 ft takes bludgeoning, piercing, or slashing damage:
- You can use your reaction to grant them resistance to that instance of damage.
- Uses per long rest = Wis mod.
- If you are in Stone Form, you can do this without using your reaction once per round (effectively 1 free mitigation + your usual reaction).
Level 14 – Living Tectonics
You can raise or sink stone.
- As an action, you can choose a 20‑ft square of natural stone/earth you can see within 60 ft:
- Raise or lower it by up to 10 ft over 1 round.
- Creatures affected can make a Dex save to avoid falling/prone.
- Uses per long rest = Wis mod, or by expending a 3rd‑level spell slot for extra uses.
- You can also create low stone walls (up to 20 ft long, 5 ft high, 1 ft thick) with the same feature, lasting 1 minute or until shattered.
Level 18 – Living Geode
Your body partially crystallizes with mana‑infused stone:
- You gain resistance to all nonmagical physical damage.
- You are immune to being petrified, and you automatically succeed on saves vs effects that would reshape your body (polymorph‑like effects) unless you allow it.
- Once per long rest, when you are reduced to 0 HP, you instead:
- Shatter into a stone shell at 1 HP,
- Immediately gain temporary HP equal to twice your level, and
- End any one condition on yourself (except petrified, which you’re immune to anyway).
2. STORM ASPECT – Stormsoul Geomancer
Theme: Wind, lightning, thunder, sky currents, mana storms.
Level 1 – Sky Listener
- Bonus Cantrip: gust (or equivalent) and shocking grasp reflavored as lightning dart.
- You gain +10 ft movement speed while not wearing heavy armor.
- You have advantage on Dex saves vs area of effect spells/effects while outdoors or under open sky.
You treat lightning, thunder, wind, and even certain gravity spells as “Storm” for features.
Level 6 – Storm Form (Lesser)
When you enter Elemental Form (Lesser) as a Storm Geosoul:
- Your body becomes partially wispy and crackling with electricity.
- You gain:
- Movement speed +10 ft, and you can hover a few inches above ground (ignore difficult terrain from natural ground).
- Resistance to lightning and thunder.
- A Lightning Lash attack:
- Melee or 10‑ft reach, spell attack, 1d8 + Wis mod lightning.
- Creatures that hit you with a melee attack while you’re in Storm Form take lightning damage equal to your Wis mod (once per attacker per round).
Level 10 – Thunderhead Aura
- While you are conscious, you emit a subtle storm aura (10‑ft radius):
- Enemies in the aura have disadvantage on opportunity attacks.
- Once per short or long rest, you can amplify this aura for 1 minute:
- Radius increases to 30 ft.
- Enemies in the aura have disadvantage on ranged weapon attacks.
- The first time each round an enemy in the aura takes lightning or thunder damage from your spell, they must succeed on a Con save or be deafened until the end of your next turn.
Level 14 – Chain Tempest
- When you deal lightning or thunder damage to a creature with a spell:
- You can cause the effect to arc to another creature within 30 ft:
- The second target takes half the original damage (no added riders).
- Uses per long rest = Wis mod.
- In Storm Form, you can do this once per turn without expending a use, but only for spells of 3rd level or lower.
Level 18 – Stormheart
You are more storm than flesh:
- You gain permanent resistance to lightning and thunder.
- You gain a flying speed equal to your walking speed at all times.
- You can no longer be knocked prone while flying.
- Once per long rest, when reduced to 0 HP:
- You vanish in a crack of thunder, and reappear at a point of your choice within 60 ft with 1 HP, leaving behind a burst of thunder:
- Creatures within 10 ft of your original location must make a Con save or take 3d8 thunder damage and be deafened for 1 minute (save ends early).
3. FLAME ASPECT – Flamesoul Geomancer
Theme: Fire, magma, volcanic power, destruction and renewal.
Level 1 – Ember Warden
- Bonus Cantrip: produce flame and either control flames or fire bolt reflavored as magma droplet.
- You gain resistance to fire damage while you are not wearing heavy armor.
- You have advantage on checks to:
- End nonmagical fires, or
- Intimidate creatures in contexts where your fire is evident.
Level 6 – Flame Form (Lesser)
When you enter Elemental Form (Lesser) as a Flamesoul:
- Your body partially becomes flame/magma.
- You gain:
- Immunity to fire damage for the duration of the Form.
- Melee attackers that hit you take fire damage equal to your Wis mod (once per attacker per round).
- A Fiery Touch attack:
- Melee spell attack, 1d8 + Wis mod fire damage.
- Your movement leaves behind harmless embers; you can ignite flammable unattended objects at will by touch.
Level 10 – Pyroclastic Surge
- When you deal fire damage to a creature with a spell:
- You can force it to make a Str or Dex save (your choice) vs your spell DC.
- On failure:
- It is either knocked prone or pushed 10 ft (you choose).
- Uses per long rest = Wis mod.
- In Flame Form, this rider can apply once per turn without expending a use for spells of 3rd level or lower.
Level 14 – Phoenix Echo
- Once per long rest, when you are reduced to 0 HP:
- You instead erupt in a burst of fire:
- Creatures within 10 ft must make a Dex save or take 4d6 fire damage, half on success.
- You fall to 0 HP as normal, but:
- At the start of your next turn, you automatically stabilize, and
- Regain HP equal to your Wis mod + your Geosoul level, as if rising from ashes.
- You also age more slowly; mundane diseases and poisons are burned out of your system (GM: advantage on saves vs disease/poison).
Level 18 – Flameheart
Your inner fire is nearly divine:
- You gain permanent immunity to fire damage.
- Your fire spells ignore resistance and treat immunity as resistance (creatures immune to fire take half damage).
- Once per long rest, when you cast a fire spell of 5th level or higher:
- You can choose to maximize all fire damage dice for that spell.

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