BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

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:

  1. Stone Aspect – earth, rock, crystal, stability
  2. Storm Aspect – wind, lightning, thunder, sky currents
  3. 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.

Comments

Please Login in order to comment!