Lizardfolk Sorcerer

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I'm aiming to make a level 3 dwarf geomancer NPC, but I'm having trouble finding the right spells for him. Specifically, spells no higher than level 2. So far I only found the cleric's earth domain spell - Hurtling Stone. I also think Telekinetic Projectile can simply be remade into a "strictly rock-throwing spell". This leads me to my question: What other spells (no higher than level 2) could be reskinned into an earth-themed spell? Now, I know that basically anything can be reskinned into anything, but what I'm also looking for are the fitting mechanical effects of these spells (illusions spells will probably not be an option, for example).

I'll be glad to hear your suggestions


One thing I noticed while reading through the book is that the barbarian animal totem offers options for different animals, but there really isn't any choice to be made. Why are there strictly superior and inferior options? All animals have a basic 1d10 unarmed attack, but not everyone has a second agile attack. Even then, the cat totem is clearly superior to the others, as its attack just does more damage. What's up with that? Am i missing something?

I am pretty sure that all the totems can be balanced and turned into an interesting choice. Barbarians only get their big animal totem ability at level 8 (quite high), so the animal of choice doesn't really matter before that. Imagine if the totem granted interesting abilities even at low level? As a couple of ideas off the top of my head: Bear could grant extra hp, bull could give a meaningful athletics bonus, cat - an acrobatics bonus, and wolf could grant some sort of pack tactics ability. Either way, I really like the idea of an animal barbarian, and I think this totem has a lot of potential.

So what do you think about the animal totem? I don't really see many people talking about it, so I'm wondering if i'm the only one who thinks that way.