Base Class: Wizard
The pinnacles of wizardry are not always calculated in cloistered libraries or crafted in high arcane towers. The Cartographer understands that the world itself truly is magical, both in latent energy and emerging potentialities. Drafting a map and maintaining a spellbook have a surprising amount of similarities, and Cartographers, with their especially keen senses and geographical awareness, have mastered the art of plotting their futures and using their surroundings to their full potential.
Arcane Atlas
When you choose this tradition at 2nd level, you have amassed an impressive portfolio of maps and other articles of navigation, and the practice and effort of building this collection has allowed you to attune to different environments with ease and draw out the unique arcane essence of any individual locale. This special Arcane Atlas acts as your spellbook. When copying new spells into your Arcane Atlas, different environments will inspire different arcane ideas, making certain spells quicker and easier to copy depending on the environment the player is in. See table below:
| Arctic | Abjuration spells take half the time and cost to copy |
| Forest | Conjuration spells take half the time and cost to copy |
| Mountains | Divination spells take half the time and cost to copy |
| Coast | Enchantment spells take half the time and cost to copy |
| Another Plane (non-Material) | Evocation spells take half the time and cost to copy |
| Underdark | Illusion spells take half the time and cost to copy |
| Swamp | Necromancy spells take half the time and cost to copy |
| Desert | Transmutation spells take half the time and cost to copy |
Arcane Adjustment
Due to your spellcasting and map-making prowess, you have learned to make adjustments to your own surroundings at a moment's notice. At 2nd level, you can select two Arcane Adjustments from the list of possible choices. The number of Arcane Adjustments you have access to at any given time will scale with your proficiency bonus.
Whenever you cast a spell of 1st level or higher using a spell slot, you can use a bonus action to create an effect based on the school of the spell you cast. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and recover these uses whenever you finish a long rest.
Additionally, when you gain a level in this class, you can choose one of the Adjustments you know and replace it with another Adjustment of your choice.
Abjure Wall: Your environment could use more boundaries and direction. Choose an unoccupied space within 5 feet of you. A wall that is up to 10 feet high, 10 feet wide, and one foot thick appears in the location that lasts until the end of your next turn. The wall has hit points equal to your Intelligence modifier plus your wizard level, minimum 1, and AC 10.
Conjure Portal: Even the most detailed topography has a secret or two. Choose an unoccupied space within 5 feet of you. A portal appears in this space that lasts until the start of your next turn. Whenever you or another creature enters the portal, they teleport to an unoccupied point of your choosing within 20 feet of the portal, determined by you when they enter.
Divine Guidance: Every guide needs a reliable torch to light the way forward. A radiant light appears at a location of your choosing within 30 feet of you. This casts bright light in a 50-foot radius, and dim light in an additional 50-foot radius beyond that. Inside the bright light, things that are normally invisible give off a slight aura. The light lasts for one minute or until you dismiss it as a bonus action.
Enchant Enemy: Even the most distrustful foes cannot deny your navigation skills. One creature of your choosing within 30 feet of you must make a Wisdom saving throw. If they fail, they are charmed during their next turn, and will move directly towards you by the safest open route. If there is some obvious danger too wide for them to get around (for instance a pool of lava), they will stop on the other side of the danger, as close to you as possible. They can still attack your allies during that turn.
Evoke Environs: Cartographers are always the masters of their own envirnoments. Choose one creature targeted by your spell or a creature within 30 feet of you. That creature must make a Strength saving throw or be knocked prone.
Illusory Fog: You never know when a detour might be the difference between safety and danger. You become heavily obscured until the start of your next turn, but you can see clearly from inside the fog. Enemies have disadvantage on Perception checks and ranged attacks when attempting to target you.
Necrotic Gaze: A path may lead to an open field, to a lover's open arms, or to an open grave, and a Cartographer may reroute you at any moment. Choose a creature within 20 feet of you. The target must make a Wisdom saving throw. If they fail, the next time they take damage from a weapon attack, they also take additional necrotic damage equal to your wizard level.
Transmute Terrain: Even the most familiar territory can betray you in the blink of an eye. Choose four 5-foot cubes within 30 feet of you. These cubes become difficult terrain for one minute.
Traverse Terrain
Starting at 6th level, you learn to accommodate others in your travel plans and schematics. Whenever you cast a spell of 1st level or higher while you have access to your Arcane Atlas, you can choose to touch a willing creature within your reach as a bonus action. Both of you enter a harmless demiplane within the Arcane Atlas until the end of your next turn, reappearing at a location of your choosing within 30 feet of the point of your departure. You cannot use actions or take damage while in this demiplane. If you cannot reappear at the point you chose, you are shunted to the nearest open location and take [roll]1d12[/roll] force damage.
Waypoint Wizardry
At 10th level, you've developed a near encyclopedic knowledge of your maps and the world you've been traversing. You can now access and altar your Arcane Atlas while you are in either dim light or darkness. You also gain advantage on Wisdom (Survival) and Intelligence (Investigation) checks made when exploring or navigating new areas.
Additionally, you can reach into the leylines of the world and utilize close-range magic more effectively. Spells with a range of "Touch" can now be cast from up to 15 feet away from the target.
Hellscape
At 14th level, you're mastery of mapping the world has allowed you create entire worlds within the minds of others and send your enemies hurtling into unfamiliar territory. As an action, you can attempt to send a creature within 60 feet of you into their own illusory hellscape for the next minute as long as you use your bonus action on subsequent turns. They must make a Wisdom saving throw, and if they fail, they fall prone and become incapacitated until they take damage from another source or you fail to use a bonus action to extend the duration. While incapacitated, the target is shrouded in illusory flora based on the environment you're currently in and their perspective is altered, making them believe they are trapped in ever-changing and deadly terrain, dealing 2d6 psychic damage at the start of their turn and restoring one usage of Arcane Adjustments to you. A creature gets to re-attempt this saving throw at the start of each of their turns, and once they succeed in their save, they are no longer incapacitated and cannot be targeted by this again for 24 hours.
After successfully incapacitating a creature with this feature, you can't use it again until you finish a long rest.
Arcane Atlas
When you choose this tradition at 2nd level, you have amassed an impressive portfolio of maps and other articles of navigation, and the practice and effort of building this collection has allowed you to attune to different environments with ease and draw out the unique arcane essence of any individual locale.This special Arcane Atlas acts as your spellbook. When copying new spells into your Arcane Atlas, different environments will inspire different arcane ideas, making certain spells quicker and easier to copy depending on the environment the player is in. See table below:
| Arctic | Abjuration spells take half the time and cost to copy |
| Forest | Conjuration spells take half the time and cost to copy |
| Mountains | Divination spells take half the time and cost to copy |
| Coast | Enchantment spells take half the time and cost to copy |
| Another Plane (non-Material) | Evocation spells take half the time and cost to copy |
| Underdark | Illusion spells take half the time and cost to copy |
| Swamp | Necromancy spells take half the time and cost to copy |
| Desert | Transmutation spells take half the time and cost to copy |
Arcane Adjustments
Due to your spellcasting and map-making prowess, you have learned to make adjustments to your own surroundings at a moment's notice. At 2nd level, you can select two Arcane Adjustments from the list of possible choices. The number of Arcane Adjustments you have access to at any given time will scale with your proficiency bonus.
Whenever you cast a spell of 1st level or higher using a spell slot, you can use a bonus action to create an effect based on the school of the spell you cast. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and recover these uses whenever you finish a long rest.
Additionally, when you gain a level in this class, you can choose one of the Adjustments you know and replace it with another Adjustment of your choice.
Abjure Wall: Your environment could use more boundaries and direction. Choose an unoccupied space within 5 feet of you. A wall that is up to 10 feet high, 10 feet wide, and one foot thick appears in the location that lasts until the end of your next turn. The wall has hit points equal to your Intelligence modifier plus your wizard level, minimum 1, and AC 10.
Conjure Portal: Even the most detailed topography has a secret or two. Choose an unoccupied space within 5 feet of you. A portal appears in this space that lasts until the start of your next turn. Whenever you or another creature enters the portal, they teleport to an unoccupied point of your choosing within 20 feet of the portal, determined by you when they enter.
Divine Guidance: Every guide needs a reliable torch to light the way forward. A radiant light appears at a location of your choosing within 30 feet of you. This casts bright light in a 50-foot radius, and dim light in an additional 50-foot radius beyond that. Inside the bright light, things that are normally invisible give off a slight aura. The light lasts for one minute or until you dismiss it as a bonus action.
Enchant Enemy: Even the most distrustful foes cannot deny your navigation skills. One creature of your choosing within 30 feet of you must make a Wisdom saving throw. If they fail, they are charmed during their next turn, and will move directly towards you by the safest open route. If there is some obvious danger too wide for them to get around (for instance a pool of lava), they will stop on the other side of the danger, as close to you as possible. They can still attack your allies during that turn.
Evoke Environs: Cartographers are always the masters of their own envirnoments. Choose one creature targeted by your spell or a creature within 30 feet of you. That creature must make a Strength saving throw or be knocked prone.
Illusory Fog: You never know when a detour might be the difference between safety and danger. You become heavily obscured until the start of your next turn, but you can see clearly from inside the fog.
Necrotic Gaze: A path may lead to an open field, to a lover's open arms, or to an open grave, and a Cartographer may reroute you at any moment. Choose a creature within 20 feet of you. The target must make a Wisdom saving throw. If they fail, the next time they take damage from a weapon attack, they also take additional necrotic damage equal to your wizard level.
Transmute Terrain: Even the most familiar territory can betray you in the blink of an eye. Choose four 5-foot cubes within 30 feet of you. These cubes become difficult terrain for one minute.
Abjure Wall
Your environment could use more boundaries and direction. Choose an unoccupied space within 5 feet of you. A wall that is up to 10 feet high, 10 feet wide, and one foot thick appears in the location that lasts until the end of your next turn. The wall has hit points equal to your Intelligence modifier plus your wizard level, minimum 1, and AC 10.
Conjure Portal
Even the most detailed topography has a secret or two. Choose an unoccupied space within 5 feet of you. A portal appears in this space that lasts until the start of your next turn. Whenever you or another creature enters the portal, they teleport to an unoccupied point of your choosing within 20 feet of the portal, determined by you when they enter.
Divine Guidance
Every guide needs a reliable torch to light the way forward. A radiant light appears at a location of your choosing within 30 feet of you. This casts bright light in a 50-foot radius, and dim light in an additional 50-foot radius beyond that. Inside the bright light, things that are normally invisible give off a slight aura. The light lasts for one minute or until you dismiss it as a bonus action.
Enchant Enemy
Even the most distrustful foes cannot deny your navigation skills. One creature of your choosing within 30 feet of you must make a Wisdom saving throw. If they fail, they are charmed during their next turn, and will move directly towards you by the safest open route. If there is some obvious danger too wide for them to get around (for instance a pool of lava), they will stop on the other side of the danger, as close to you as possible. They can still attack your allies during that turn.
Evoke Environs
Cartographers are always the masters of their own envirnoments. Choose one creature targeted by your spell or a creature within 30 feet of you. That creature must make a Strength saving throw or be knocked prone.
Illusory Fog
You never know when a detour might be the difference between safety and danger. You become heavily obscured until the start of your next turn, but you can see clearly from inside the fog. Enemies have disadvantage on Perception checks and ranged attack rolls when attempting to target you.
Necrotic Gaze
A path may lead to an open field, to a lover's open arms, or to an open grave, and a Cartographer may reroute you at any moment. Choose a creature within 20 feet of you. The target must make a Wisdom saving throw. If they fail, the next time they take damage from a weapon attack, they also take additional necrotic damage equal to your wizard level.
Transmute Terrain
Even the most familiar territory can betray you in the blink of an eye. Choose four 5-foot cubes within 30 feet of you. These cubes become difficult terrain for one minute.
Traverse Terrain
Starting at 6th level, you learn to accommodate others in your travel plans and schematics. Whenever you cast a spell of 1st level or higher while you have access to your Arcane Atlas, you can choose to touch a willing creature within your reach as a bonus action. Both of you enter a harmless demiplane within the Arcane Atlas until the end of your next turn, reappearing at a location of your choosing within 30 feet of the point of your departure. You cannot use actions or take damage while in this demiplane. If you cannot reappear at the point you chose, you are shunted to the nearest open location and take [roll]1d12[/roll] force damage.
Waypoint Wizardry
At 10th level, you've developed a near encyclopedic knowledge of your maps and the world you've been traversing. You can now access and altar your Arcane Atlas while you are in either dim light or darkness. You also gain advantage on Wisdom (Survival) and Intelligence (Investigation) checks made when exploring or navigating new areas.
Additionally, you can reach into the leylines of the world and utilize close-range magic more effectively. Spells with a range of "Touch" can now be cast from up to 15 feet away from the target.
Hellscape
At 14th level, you're mastery of mapping the world has allowed you create entire worlds within the minds of others and send your enemies hurtling into unfamiliar territory. As an action, you can attempt to send a creature within 60 feet of you into their own illusory hellscape for the next minute as long as you use your bonus action on subsequent turns. They must make a Wisdom saving throw, and if they fail, they fall prone and become incapacitated until they take damage from another source or you fail to use a bonus action to extend the duration. While incapacitated, the target is shrouded in illusory flora based on the environment you're currently in and their perspective is altered, making them believe they are trapped in ever-changing and deadly terrain, dealing 2d6 psychic damage at the start of their turn and restoring one usage of Arcane Adjustments to you. A creature gets to re-attempt this saving throw at the start of each of their turns, and once they succeed in their save, they are no longer incapacitated and cannot be targeted by this again for 24 hours.
After successfully incapacitating a creature with this feature, you can't use it again until you finish a long rest.
Previous Versions
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