Artificer
Base Class: Artificer

A Terraformer has the ability to move and change the world, quite literally. Most terraformers are commissioned to create livable areas in places not hospitable to most. The responsibility of a terraformer is to control their new land in a way that serves its purpose, but also doesn't interfere with the conditions or ecosystem of the preexisting land. Terraformer artificers have intimate knowledge of the flora and fauna of the land around them to ensure that the changes they make will perform with the highest efficiency. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with cartographer's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Terraformer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Terraformer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer level Spells

3rd

fog cloudchromatic orb

5th

scorching ray, maximilian's earthen grasp

9th

fireballlightning bolt

 13th

hallucinatory terrain, control water

17th

cone of coldhallow

Telluric Anchor

At 3rd level, you learn how to create a magical anchor. Using cartographer's tools, you can use an action to create a telluric anchor in an unoccupied space within 30 ft of yourself. Once you create an anchor, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one anchor at a time and can't create one while your anchor is present.

The anchor is a magical object. The anchor has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the anchor, you determine its appearance. You also decide which type it is, choosing from the options on the Telluric Anchor table. When the anchor is summoned, it creates difficult terrain in a 10 ft radius.  On each of your turns, you can take a bonus action to cause the Anchor to activate if you are within 90 feet of it.

ANCHOR ACTIVATION

Swamp

The anchor roils the ground and floods the area, reeds and mangrove trees quickly sprout in the resulting habitat. Each creature of your choice within the anchor's radius must make a Constitution saving throw against your spell save DC, on a failure, the creature takes 2d6 poison damage and becomes poisoned until they end their turn outside of the radius of the anchor or take half damage on a success.

Arid

The anchor heats up and absorbs the moisture within the surrounding area, cracking the ground and making it brittle and dry. Each creature of your choice within the anchor's radius must make a Constitution saving throw against your spell save DC, on a failure the creature takes 2d6 fire damage and their speed is halved until they end their turn outside the radius of the anchor or  take half damage on a success.

Meadow

The anchor roils the ground and beautiful wild flowers and thick vines grow and bloom in the surrounding area. Each creature of your choice within the anchor's radius gains 1d6 temporary hit-points.

Rocky

The anchor shatters the ground around it and chucks of debris and dust get kicked up in the area. Each creature of your choice within the anchor's radius must make a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone, or take half damage on a success

Magical Terrain Adept

At 5th level your deep knowledge of the elements allows your to be more effective in your created land. Your Telluric Anchor's radius increases to 15 ft. When you cast a spell that deals fire, cold, lightning, acid, or poison while within the radius of your Tulloric Anchor, you can add your Intelligence modifier to the damage rolled (minimum +1). You and your allies no longer suffer the effects of difficult terrain while in the radius of your anchor.

Magical Terrain Savant

At 9th level, your created terrain has become more potent and you gain mastery over your new land. Your damage rolls for your anchors increase by 1d6 and the radius of your anchor increases to 20 ft. As an action, when inside the radius of your anchor, you can teleport to any unoccupied space within the radius of your Telluric Anchor. If there is no space available, you teleport to the closest unoccupied space to the anchor.

Earth Molder

Starting at 15th level, your control over the surrounding world has become second nature. You can now have two anchors at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the anchors are identical to each other or different. You can't create a third anchor while you have two.

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