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Apothecary, Architect, Rune Knight: Geomancer Advanced Class Information
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<blockquote data-quote="TwoSix" data-source="post: 7764259" data-attributes="member: 205"><p>Evaluating 235 and 239 together, since the subclasses do a lot of heavy lifting for this class. A conqueror geomancer is very different from an apothecary geomancer.</p><p></p><p>Overall, I really like this class. Setting up the environment to get access to the right spells can be challenging, but its an interesting challenge, and the class isn't completely reliant on its spells to function. Stone's blessing is a super charged version of Inspiring Leader, a feat I've always felt was underappreciated. Adding resistances and immunities to characters with the temp HP is a nice touch, and really positions the Geomancer as a more defensive oriented Warlock. I do have a few observations and caveats, though, just some possible touches to make it a little better.</p><p></p><p>1) You really need to use Xanathar's Guide to get the spell list up to where it should be. Obviously, not something that can be included in the article, but it's good to know. </p><p> </p><p>2) I know the class is based around the 5 classical elements, but an Air/Wind element would be great to make sure the geomancer has a larger selection of "almost always available" spells. I think that's something I'll homebrew in. One of the nice things about having so few spell slots is that increasing the number of spells accessible isn't a huge increase in power.</p><p></p><p>3) Considering the 9th level ability, not having access to the <em>conjure elemental</em> spell seems off. Feels like it lands right in the geomancer's wheelhouse.</p><p></p><p>4) Since the class lacks any real use for a bonus action, and it has shillelagh and shield proficiency, grabbing Polearm Master to go quarterstaff and shield seems like an easy call. Conquerors and Rune Knights will probably favor a Str build, but they could also go Wis based with shillelagh. This isn't a criticism! Using a staff as a main weapon seems totally in character for a geomancer.</p><p></p><p>5) Obviously Apothecary and Architect are more defensive in nature, but I would have liked to see them get some boost to at-will damage at level 6. Potent Cantrip is boring, but could work. These are my favorite 2 of the 4 subclasses, because I like support classes, but they need some additional at-will support since they're warlock style casters, not full casters. Right now, dipping 1 level of arcana cleric for Booming Blade/Greenflame Blade and extra spells is too much of a no-brainer. Maybe some custom BB/GFB style cantrips and a 6th level subclass feature to boost them would be appropriate.</p><p></p><p>6) I love several of the subclass features, like Conquerer's Decree, Rune of Vengeance, Aura of Wellbeing, and especially Mystic Masonry. Wall of Stone is one of my favorite spells, and I love the potential of building little stone houses all over the place with Mystic Masonry.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7764259, member: 205"] Evaluating 235 and 239 together, since the subclasses do a lot of heavy lifting for this class. A conqueror geomancer is very different from an apothecary geomancer. Overall, I really like this class. Setting up the environment to get access to the right spells can be challenging, but its an interesting challenge, and the class isn't completely reliant on its spells to function. Stone's blessing is a super charged version of Inspiring Leader, a feat I've always felt was underappreciated. Adding resistances and immunities to characters with the temp HP is a nice touch, and really positions the Geomancer as a more defensive oriented Warlock. I do have a few observations and caveats, though, just some possible touches to make it a little better. 1) You really need to use Xanathar's Guide to get the spell list up to where it should be. Obviously, not something that can be included in the article, but it's good to know. 2) I know the class is based around the 5 classical elements, but an Air/Wind element would be great to make sure the geomancer has a larger selection of "almost always available" spells. I think that's something I'll homebrew in. One of the nice things about having so few spell slots is that increasing the number of spells accessible isn't a huge increase in power. 3) Considering the 9th level ability, not having access to the [I]conjure elemental[/I] spell seems off. Feels like it lands right in the geomancer's wheelhouse. 4) Since the class lacks any real use for a bonus action, and it has shillelagh and shield proficiency, grabbing Polearm Master to go quarterstaff and shield seems like an easy call. Conquerors and Rune Knights will probably favor a Str build, but they could also go Wis based with shillelagh. This isn't a criticism! Using a staff as a main weapon seems totally in character for a geomancer. 5) Obviously Apothecary and Architect are more defensive in nature, but I would have liked to see them get some boost to at-will damage at level 6. Potent Cantrip is boring, but could work. These are my favorite 2 of the 4 subclasses, because I like support classes, but they need some additional at-will support since they're warlock style casters, not full casters. Right now, dipping 1 level of arcana cleric for Booming Blade/Greenflame Blade and extra spells is too much of a no-brainer. Maybe some custom BB/GFB style cantrips and a 6th level subclass feature to boost them would be appropriate. 6) I love several of the subclass features, like Conquerer's Decree, Rune of Vengeance, Aura of Wellbeing, and especially Mystic Masonry. Wall of Stone is one of my favorite spells, and I love the potential of building little stone houses all over the place with Mystic Masonry. [/QUOTE]
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