Artificer
Base Class: Artificer

This specific group of Artificer are more drawn to the call of adventure than most. Born with a keen sense of a direction and an aspiration to see all the world has to offer. There's no corner left unexplored or undocumented. Many are the first to unexplored lands while others have completely altered biomes. Many of the maps sold in shops are thanks to the work done by these Artificers.

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.

Surveyor 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 Spell
3rd hunter's mark, earth tremor
6th find traps, locate object
9th clairvoyance, magic circle
13th dimension door, hallucinatory terrain
17th scrying, far step

Magical Map

At 3rd level, you learn to conjure a chart of regions you have visited. On initiative or an action you will a spectral floating map. The map charts the area revealing all non-hidden creatures in a 500 foot square as a marker on it for 10 minutes afterwards the markers fade. Dispelling the map does not consume an action. You can filter the markers to only show one type of creature. The map displays north while terrain, structures and details such as elevation are also distinguishable. Areas that have been charted by your map can be viewed again but do not reveal any markers. You can not view areas on different planes than you.

Topographic Control

At 5th level, your understanding on landscapes and nature itself has allowed you to augment terrain. You can expend a spell slot and choose one marker on the magical map then as an action; the location around the marker in a 60 ft sphere become difficult terrain from these options: Mountainous, Tundra, Desert, or Swamp. The terrain lasts for 1 hour. You and other creatures you designate are unaffected by the augmented terrain. You cannot choose the same marker more than once before having a short rest. At 6th level creatures within the augmented terrain also suffer 1d6 Thunder, Cold, Fire, or Poison damage respectively at the start of each combat round. The damage increases to 2d6 at 15 and you expend a spell slot to expand the sphere 20 feet.

Sentry Marker

You gain the ability to create sentries. Choose a location within you magic map distance, an invisible mote appears at that location. The mote reveals a 100 ft square with your map even when it's no longer in its range. When a specified creature enters 100 ft of the marker you receive a silent alarm within your mind. You can concentrate to share senses with your sentry. Creatures hidden from clairvoyance do not set off alarm or appear through the sentry senses. While you are sharing your senses with your marker you can cast spells through it. You can use the Topographic Control feature centred on sentries. Affected by Detect Magic and Dispel Magic. You can place as many sentries as your proficiency bonus but you can only have 2 markers active at a time, with the newest replacing the oldest. A short rest replenishes 1d4 sentries while a long rest completely replenishes.

At level 15 your sentries can be placed anywhere previously charted and their vision has become a 100 ft cube. 

Way-Finder

At 9th level, when you and your allies roll for initiative; you each are able to teleport up to 40 feet from your current locations to an unoccupied space. Additionally whenever a creature attempts to teleport you can use your reaction to force them to make an Intelligence saving throw using your Spell Save DC. On a failed save you can cancel their teleport or teleport them 40 feet from their current location. You can only use this part of the feature as many times as your proficiency modifier.

Travel Time

You can spend a long rest performing ritual. On completion of your long rest you and willing creatures that you designate within 20 feet of you, teleport to a location previously charted by your map. Once successful this feature becomes unavailable for 24 hours and you suffer a point of exhaustion.

 

Magic Atlas

 

Starting at 15th level, your map expands into weird cubic globe revealing now a 1000 ft cube. When the atlas is conjured hidden creatures are revealed now as well; while invisible creatures must succeed a Stealth check against your Spell Save DC or be marked as well. You learn Detect Magic, and Locate Creature if you didn't already know them.You can cast Detect Magic, Locate Creature, Locate Object, and Find Traps without expending a spell slot and their range expands to your globes range.

When a creature uses its movement and gets within 10 feet of you, you can use your reaction to send it back to its starting point that turn and reduce its speed to 0. As if the terrain had extended with each of their steps. You can use this feature twice per long rest

Previous Versions

Name Date Modified Views Adds Version Actions
1/26/2024 8:00:50 AM
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