Cartographer (5e Subclass)

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Cartographer[edit]

Artificer Subclass

So it shall be- I shall go northward, among great flowers of the gamorreans, through the caverns of the sidonans, into whatever unknown land I find beyond, mapping every inch, bringing back knowledge of the land, the peoples, and most importantly, that of the River of Gold!
—Víjayajadada the Wealthy, the Apocryphal Doctrine of Molisav't Tot'maca

Magic is ultimately empowered by one's conviction, investment, and passion, whether that be devotion to a god, a cause, or even magic itself, but Artificers are specifically powered by their interest and mastery of whatever craft they have taken up. The craft of Cartography, although often forgotten or disregarded for its monotony and lack of flair, is a perfectly acceptable trade.

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.

Cartographer's Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Cartographer 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 hunter's mark, identify
5th locate object, see invisibility
9th clairvoyance, fly
13th hallucinatory terrain, locate creature
17th commune with nature, teleportation circle
Magic Map

At 3rd level, you've learned how to generate a magical map of your surroundings, which can be used as a tool for magic. With cartographer's tools in hand, you can take an action to create such a map in your hand. The map automatically depicts all of your surroundings within a 100 by 100 foot square centered on you from a bird's eye view, and depicts all creatures as labeled dots on the map. If you are underground, it instead depicts an area contiguous with whatever cavity you currently are within, inside of a 100 foot cube centered on you. Invisible creatures do not appear on the map. The map does not move with you, and always depicts the same area.

Once you create the map, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. Using the map, you can create several magical effects.

Fold Space: By contorting the map, you can create a temporary collapse in space. You can use your action to select two points depicted on the map. For 1 minute, or until you lose concentration as if concentrating on a spell, the two points are considered to be adjacent, and any effect or creature can travel between the two spaces as if they were adjacent.

Mini-Map: As an action while holding the map, you can touch a creature mark and mark it. When within an area depicted within one of your maps, this creature appears as a dot, with a label that you can change at any time. Invisible creatures do not appear on the map.

Furious Quill: As an action, you can set your quill to your map. As you do, a proportionally sized giant quill appears in an unoccupied space anywhere on the map you choose. The quill is a Large magical object with am AC of 15 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 minute. You can dismiss it early as an action. If the quill is reduced to 0 hit points, your regular quill breaks.

As a bonus action, you can draw the quill across your paper, moving it up to 30 feet in one turn. If the quill passes through another creature's space, that creature takes 3d6 piercing damage. The quill leaves a path of ink everywhere it goes, which leaves difficult terrain. This ink dries after 1 minute, when it ceases to be difficult terrain.

After using the quill twice in this way causes the map to be destroyed, leaving a non-magical and heavily marked map after the duration.

Cartographic Attunement

At 5th level, your time studying maps has sharply heightened your sense of your surroundings. You gain proficiency in Perception, and you can add your proficiency bonus to all initiative rolls you make. Additionally, creatures that have been marked on your map have disadvantage on attack rolls against you.

Nightmare Quill

Starting at 9th level, you quill is much better weapon:

  • The quill deals an additional 1d6 damage
  • The quill can move up to 60 feet per turn
  • The ink left by the quill is flammable, even after it dries. Any 5-foot square exposed to fire burns away in 1 round, dealing 2d6 fire damage to any creature that starts its turn in the fire.

Additionally you may as an action zoom the map out to 500ft. While looking at the map in this way you can no longer see creatures you haven't marked on it.

Chart Titan

By 15th level, your map is no longer simply a representation of the world, but a simulacrum of it. As a bonus action, you can reach your hand into the map, causing a giant version of it to descend from the sky. If you are not wearing armor, a gauntlet formed of magically hardened paper automatically forms around it.

Your hand becomes Large, has an AC of 18, and you gain 100 temporary hit points that you only lose if the hand is damaged. The hand uses all of your stats but has a Strength of 23 (+7). You are proficient in making unarmed strikes with the hand, and if you hit with an unarmed strike, it deals 6d6 bludgeoning damage. If you are grappling a creature using the hand, it is restrained while grappled by you, and you can grapple an additional creature using your normal hand. Attacking with this hand uses an action.

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