Base Class: Ranger
Walking the path of the Cartographer is rigorous in both mind and body. You must travel through all sorts of terrain, fight never-before-seen monstrosities, and all the while keeping meticulous notes of the surrounding topography. However, the skills and opportunities offered by cartography draw many from their native homelands in search of adventure and knowledge.
Cartographer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cartographer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Cartographer Spells
Ranger Level | Spell |
---|---|
3rd | expeditious retreat |
5th | misty step |
9th | tiny hut |
13th | hallucinatory terrain |
17th | legend lore |
Explorer
At 3rd level, you learn how to adapt to unknown terrain. After traveling for 5 hours in a terrain that is not favored, treat it as if you are in favored terrain.
Additionally, after traveling for 1 hour in any terrain, you cannot become lost except by magical means.
Gain proficiency with Cartographer's tools.
Mystical Mapping
At 3rd level, you learn how to enchant your maps. After exploring an area for two hours (maximum of 2 square miles), you may draw a magical map of it. While a creature is looking at your map, they gain 100 ft. of tremorsense, as long as the area they are sensing is within the map. Additionally, the creature cannot be surprised while within that area.
You may only have 2 maps active at a time. If you attempt to draw a third magical map, the oldest map becomes mundane.
Misdirection
By 7th level, you have grown so confident in your knowledge of cartography that you can cause others to doubt their own knowledge. Once per long rest, as an action, you can cause one creature within earshot to make a Wisdom saving throw against your spell save DC. On a failed save, they forget the location of everything within a 100 square foot area, including the location of traps and other creatures.
If they fail this save, you can choose to cause a second Wisdom saving throw. If they fail the second save, you can convince them of one of the following things:
- That behind a door within vision range are up to 10 medium or smaller creatures of your choosing
- That there is a trap of your choosing somewhere within vision range
- That the creature is within a completely different location (both you and the creature must have been in this location)
- That the area you are currently in has no exits (the creature gains advantage on the Wisdom saving throw)
You cannot convince a creature with 4 Intelligence or lower, or if you do not share at least one language.
Braving the Unknown
At 11th level, you learn to muster your courage in the face of the unknown. If you are fighting a specie of creature that you have never met before, gain advantage on Initiative. Additionally, gain +2 to hit against that creature.
Foreign Knowledge
Starting at 15th level, your mind becomes open to previously unknown, even arcane, languages. You learn the spells locate animals or plants, locate creature, and locate object. They do not count against your known spells, and its range becomes 2 miles, unless it already has a greater range.
Additionally, you may choose two additional languages.
Previous Versions
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10/15/2019 7:45:19 PM
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8/30/2020 3:08:29 AM
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1.5
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Coming Soon
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