
Subclass by u/Plenty_Goose5465
Artificer Specialist: Geomancer
These Artificers focus their magic on harnessing the strength of stone and earth. As master masons, they infuse their magic into stone to create a Terrain Manipulator. They utilise these unique magical constructs as a tool to alter the field of battle.
Tool Proficiency
3rd-level Geomancer Feature
You gain Proficiency with Mason's Tools. If you already have this Proficiency, you gain Proficiency with one other type of Artisan’s Tools of your choice.
Geomancer Spells
3rd-level Geomancer Feature
You always have certain Spells prepared after you reach particular levels in this class, as shown in the Geomancer 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 | Spell |
|---|---|
| 3rd | Earth Tremor, Magnify Gravity |
| 5th | Maximilian’s Earthen Grasp, Earthbind |
| 9th | Erupting Earth, Meld into Stone |
| 13th | Stone Shape, Stoneskin |
| 17th | Conjure Elemental*, Passwall |
*limited to Mud Mephit, Dust Mephit, Gargoyle, Dust Devil, and Galeb Duhr
Terrain Manipulator
3rd-level Geomancer Feature
Your Terrain Manipulator is a small magical object that appears as a geometric shape of your choice. It hovers 1ft. off the ground and follows you if not directed otherwise. You can direct it to attach itself to you(no action required), occupying the same space as you and moving with you.
The Terrain Manipulator is carved from a single block of magic-infused mineral. It is inscribed with glyphs used to animate it and invoke unique magical effects.
On each of your turns, you can take a Bonus Action to cause the Terrain Manipulator to activate one of the abilities in the table below if you are within 60 feet of it. As part of the same Bonus Action, you can direct it to move up to 30 feet to an unoccupied space. If you die, it crumbles and becomes permanently inactive.
The Terrain Manipulator has an AC of 10 + your Proficiency Bonus + your Intelligence modifier and a number of Hit Points equal to 10 times your Artificer level.
If the Mold Earth Cantrip is cast on it, it regains a number of hit points equal to 5 times your Artificer level.
If it is reduced to zero hit points, it becomes inactive but remains intact. It can be restored with the Mold Earth Cantrip.
If it is forced to make an Ability Check or a Saving Throw, treat all its Ability Scores as 10 + your Proficiency Bonus.
During a long rest, you can create a Terrain Manipulator if you have Mason’s Tools with you. If you already have a Terrain Manipulator when doing this, it crumbles and becomes permanently inactive.
| Ability | Description |
|---|---|
| Stone Barrier | The Terrain Manipulator shifts itself into a barrier of solid stone. Starting at its current location, the barrier must be in a straight line up to 10ft. wide, 5ft. high, and 1ft. thick. The barrier cannot be extended through the space of a structure or creature. While the barrier is active, the Terrain Manipulator cannot move or be moved. When the Terrain Manipulator's Hit Points fall to zero or as a Bonus Action, it shifts back into its original form. When Stone Barrier is deactivated, it can only be activated again on your next turn. |
| Displace | The Terrain Manipulator attempts to push a creature within 5ft. of it with a swell of dirt, forcing it to make a Strength Saving Throw against your Spell Save DC. On a failed save, the creature is pushed in a straight line, up to 15ft. to an unoccupied space. |
| Upheaval | The Terrain Manipulator creates a tremor in a 10ft. radius around itself. The area becomes difficult terrain until the start of your next turn. |
Earthen Eruption
5th-level Geomancer Feature
Your focus on studying the magic of earth and stone allows you to infuse all of your magic with its power.
Once per turn, when a creature is affected by one of your spells, you can choose one of the affected creatures and activate one of the following effects on it in addition to the spell's effects.
Implosive Eruption. The affected creature must succeed on a Dexterity Saving Throw against your Spell Save DC or take Bludgeoning damage equal to twice your Proficiency Bonus.
Explosive Eruption. Any number of creatures of your choice within 5ft. of the affected creature must succeed on a Dexterity Saving Throw against your Spell Save DC or take Bludgeoning damage equal to your Proficiency Bonus.
Bolstered Manipulation
9th-level Geomancer Feature
You infuse additional magic into your Terrain Manipulator, enhancing its abilities.
The Stone Barrier, Displace, and Upheaval abilities of your Terrain Manipulator change as described below.
Stone Barrier. The Stone Barrier can now be up to 20ft. wide and 10ft. high.
Displace. The affected creature can now be pushed up to 20 feet.
Upheaval. The affected area is now a 15ft. radius.
Focused Manipulation
15th-level Geomancer Feature
You refine the magic invoking glyphs carved into your Terrain Manipulator, adding additional utility to its abilities.
The Stone Barrier, Displace, and Upheaval abilities of your Terrain Manipulator gain the following features.
Stone Barrier. When Stone Barrier is used, the Terrain Manipulator becomes immune to all damage until the end of your next turn and resistant to all damage types as long as Stone Barrier is active.
Displace. When a creature is pushed by Displace, it is also restrained until the end of its next turn.
Upheaval. When Upheaval is used, you can force one creature in the affected area to make a Dexterity Saving Throw against your Spell Save DC. On a failed save, it is knocked Prone.

Subclass by u/Plenty_Goose5465