The Cartographer At the summit of the highest mountain in the world, after three weeks of climbing, an urbane old gnome looks over horizon with a satisfied sigh. He pulls out his atlas and marks off the last location on his map, causing the page to grow with a soft, arcane light. With a stomp of her hoof, the young minotaur lets out a hardy roar as halo of green energy springs from her body, granting her comrades the rejuvenating boost they need to fight on. Tracing the image of a bird in the dirt, the elf draws upon the arcane energies of the planet itself to ensare the goblin army in a thick mire of mud. Whether for excitement, glory, or personal gains, a cartographer is the first to jump into any opportunity to explore the vast unknown. Scholarly and high spirited, they seek to learn more about the fundimental forces that control nature and all forms of planetary science. Through their studies and exploration, cartographers learn how to channel and manipulate arcane planetary energies to control their environment. Passion and Discipline Cartographers are a group that display a passion for their craft in the same way that a bard revals in their music. At the same time, this passion drives them to focus their energies and intellect into understanding the science behind the magic of the natural world. A cartographer thrills at the prospect of discovery and hopes to learn everything they can about biology, ecology, and even sociology. Through intense research cartographers gain a unique insight of the world - That everything, from the untamed wilderness to a bustling metropolis, is connected. One need only draw the map to understand the roads and bridges that link the two. Line Walkers Not everyone who holds the profession of a mapmaker can claim to have the same abilities and skills as the arcane cartographer. Though both share a keen eye, steady hand, and a thirst for documenting the unexplored, the cartographer in this case holds an ability that sets them apart for conventional mapmakers. True cartographers learns the secrets behind observing and manipulating the magical nexus that snakes itself across the planet known as leylines. Consolidated channels of raw, arcane energy, the leylines are invisible to the naked eye and are evident only at points of high concentration where magic and nature tend to act abnormally.

The Cartographer Level Proficiency Bonus Features Geoglyphs

Known Glyph

Slots Territory Area (ft) 1st +2 Territory, Astute Mapmaking - - 5 ft. 2nd +2 Urbane Traveler, Glyph Magic 1 1 10 ft. 3rd +2 Cartographer Fellowship 2 1 10 ft. 4th +2 Ability Score Improvement 2 1 10 ft. 5th +3 Contour Territory, Field Advantage 2 1 10 ft. 6th +3 Fellowship feature 3 2 15 ft. 7th +3 Urbane Traveler Improvement 3 2 15 ft. 8th +3 Ability Score Improvement 3 2 15 ft. 9th +4 - 4 2 15 ft. 10th +4 Waypoint, Triangulate 4 2 20 ft. 11th +4 Urbane Traveler Improvement 5 3 20 ft. 12th +4 Ability Score Improvement 5 3 20 ft. 13th +5 - 5 3 20 ft. 14th +5 Fellowship feature 6 3 25 ft. 15th +5 - 6 4 25 ft. 16th +5 Ability Score Improvement 6 4 25 ft. 17th +6 - 6 4 25 ft. 18th +6 Land Speaker 6 4 30 ft. 19th +6 Ability Score Improvement 6 4 30 ft. 20th +6 Enlightened Voyager 6 4 30 ft. The leylines themselves are connected to and influence almost every environmental force in the material realm and beyond. Since time immemorial, civilizations from all over the world have made these points of arcane power the center of their respective cultures, creating landmarks and land sigils designs to both venerate and channel their amazing power. Once a cartographer is able to observe and understand in more detail the nature of these leylines, they gain the ability to funnel that raw arcane energy through their own bodies. Over time, a cartographer will learn how to use their astute, learned mind to fashion these energies to create and manipulate their own personal ecosystems. Creating a Cartographer As you create your cartographer character, it is essential that you understand why it is that you travel. Did you expereience a rare wonder and wish to see it once more before you die? Were you given a map to a hidden treasure and now you seek to understand the clues that will lead you to it? Or perhaps you where born in a traveling circus or into a business that sees colorful clients and now you only feel at home when you are in the company of new, interestinf creatures. In addition, think about the way in which you cartographer rationalizes and views their connection with the leylines. Do you view them as simply a natural phenomenon that can be understood and manipulated like a chemical reaction? Are they pieces of the divine that connect everything in the realm together in a beautiful tapestry? Perhaps you even worship a nature diety and see these channels of energy as a sign of their presense. Quick Build You can make a cartographer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the anthropologist or guild artisan background. Class Features As a cartographer, you gain the following class features. Hit Points Hit Dice: 1d8 per cartographer level

1d8 per cartographer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cartographer level after 1st

Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Thieves' tools, Cartographer tools, one type of artisan's tools of your choice Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Medicine, Perception, Nature, Arcana, Religion, Investigation, Acrobatics, Athletics, and Insight. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) studded leather armor or (b) scale mail

(a) two shortswords or (b) two simple melee weapons

a short bow and 20 arrows

a dungeoneer’s pack, an atlas, and cartographer tools Territory As an action, you can channel the raw arcane energy of the planet through your body and into the immediate environment to create your own territory. In doing so, you can generate a sphere of invisible energy that, when create, centers on you. The area of the territory changes as you gain new levels, starting at 5 feet and increasing according to the Territory Area column on the cartographer chart. You can use your movement to move the territory a distance up to your walking speed. The center of the territory must remain grounded, with it's center on a solid surface and must move in a continuous, unbroken path. For example, you cannot move a territory over an crevass greater than its area or activate the territory while underwater or otherwise suspended. The territory lasts for 1 minute or until you end it as a bonus action. While the territory is up, you gain the following abilities. Creatures in your territory within your reach provoke opportunity attacks even if they took the Disengage action.

Creatures in your territory have disadvantage on Charisma (Deception) and Charisma (Persuasion) checks made against your Wisdom (Insight) checks.

Creatures in your territory have disadvantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) against your Wisdom (Perception) checks.

You know if any living creature enters or leaves your territory, even if they are invisible or in the Ethereal Plane. If a creature is invisible or otherwise heavy obscured, you know their location and do not attack at disadvantage.

You can use your action to briefly control environmental forces within your terriotory, causing a light breeze, sparks of fire, freezing small amounts of water, or causing minor localized tremors. You can use this feature a number of times equal to your Intelligence modifier (a minimum of 1) and you regain any expended uses when you finish a short or long rest. Astute Mapmaking You have always had a keen eye and supreme spatial awareness, making you perfectly suited to creating detailed maps. Once per day, can devote 1 hour to stationary meditation, where you expand your senses and become connected to the natural energies of your surroundings. Upon finishing this meditation, you enter a trance-like state where you spend the next 10 minutes frantically drawing a map of your environment. The map includes topography, vegetation gradients, water sources, and roadways for up to 20 square miles. Once you have completed the map, you place it into your atlas, where it begins to absorb the arcane energies of leyline magic. While you and your group are in the mapped territory, you gain certain benefits. Your groups travel time is reduced by half.

Your group can’t become lost, except by magical means.

Nonmagical difficult terrain doesn’t slow your group’s travel.

Everyone within 20 feet of you gains a number equal to half your proficiency modifier on Wisdom (Survival) and Intelligence (Nature) ability checks.

You always know which way is north. Glyph Magic Driven by your conviction of spirit and desire to learn more about the forces that govern the planet, you learn how to harness the rare arcane energies from magic leylines to control environments. Geoglyphs Starting at 2nd level, your connection to the leylines has given you insight into a form of ritualistic magic practiced by cultures all over the world - the geoglyph. Geoglyphs serve as arcane anchors that help to funnel leyline magic into the earth to cause a variety of effects. These glyphs can take on many forms, such as a humanoid, an animal, a sigil, or simple wavy lines whose meaning has been lost to time. Arcane Atlas You have created an atlas filled with charts and maps from your various exertions. In addition, you have 1 Geoglyph your choice. Your atlas is the repository of the Geoglyphs you know. The Geoglyphs that you add to your atlas as you gain levels reflect the amount of travel and research that you have conducted to understand the nature of the leylines. You might discover Geoglyphs in a number of ways. For example, you could stumble upon wall paintings in an ancient forgotten cave, through intense meditation, or by stumbling upon it in a wizards spellbook. Replacing the Atlas. You can copy a Geoglyph from your own atlas into another book—for example, if you want to make a backup copy of your atlas. If you lose your atlas, you must spend 1 hour and 10 gp for each Geoglyph to transcribe it.

Geoglyphs Known The number of Geoglyphs that you can know changes with your level according to the Geoglyphs Known column of your cartographer chart. At the start of each level that you are able to learn a new Geoglyph, you devote 1 hour of meditation and study to properly transcribe the symbol into your atlas. Glyph Slots When you generate your territory, you have a number of glyph slots within the territory that changes with your level according to the glyph slots column of your cartographer chart. To apply a geoglyph to your territory, you must expend slots equal to the number specified by the Geoglyph. You regain all expended slots when you finish a long rest. Activating Geoglyphs Geoglyphs can only be activated within the area of your territory. The Geoglyph appears on the surface of the environment in which your territory is standing. As a bonus action, you can activate the specific effect(s) of one Geoglyph. You are not affected by the effects of the Geoglyphs while you are inside of your territory. Some of these effects require creatures to make saving throws to avoid them.

Geoglyph save DC = 8 + your proficiency bonus + your Intelligence modifier Urbane Traveler Starting at 2nd level, the time that you have spent traveling the world has given you the opportunity to become more cultured and knowledgeable. You learn 2 additional languages of your choice. If you attempt to interact with a sentient creature with an Intelligence greater than 6 and do not share a language with that creature, you have advantage on Charisma (Persuasion) checks that involve conveying who you are and your intensions. In addition, choose one skill and gain proficiency with it. At 7th and 11th level, choose a skill and gain proficiency with it OR you can choose one that you are already proficient and double your proficiency bonus for any ability check you make with the proficiency. If you do the latter, you can only choose a proficiency that you gained through the Urbane Traveler feature. Cartographer Fellowship At 3rd level, you join a fellowship of cartographers whose philosophy and passion mirrors your own: Adventurers, Conquerers, or Stewards. Your choice grants you features at 3rd level and again at 6th and 14th level. Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability. Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details. Contour Terrain At 5th level, when you use a Geoglyph that affects other creatures that you can see, you can choose a number of them up to your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the effects of Geoglyphs, and they take no damage if they would normally take half damage on a successful save. Field Advantage Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but only if you are in your own terriotry for both attacks. Triangulate At 10th level, when you create your territory, you can select a creature within 100 feet. The territory is generated around the creature is if it was the one to create it. In addition, if a creature moves from inside of your territory to outside, you can use your reaction to move the territory equal to half your walking speed. Waypoint At 10th level, you can pull out a map that you created using the Astute Mapmaking feature and place an arcane anchor in a specific location on the map. You can spend 10 minutes meditating on this point and then expend of the use of 2 glyph slots to cast Word of Recall. You have a number of waypoints equal to your Intelligence modifier. Land Speaker At 18th level, you can use an action to expend the use two territories to regain all expend glyph slots. If you do so while you currently have an active territory, you can immediately expend glyph slots to apply 1 Geoglyph to that territory. Enlightened Voyager At 20th level, when you roll for Initiative and have no glyph slots remaining, you regain 2 glyph slots. Cartographer Fellowships As a cartographer, you are driven by an unshakable since of purpose that pushes you to travel and explore. In time you garner the attention of groups of fellow cartographers that share in your passion and purpose. These guilds, or Fellowships as they are called, help to guild your journey and teach you new ways to use your unique magic. Adventurers The world is right outside your door, just waiting to be seen. You have joined a fellowship that when asked why they explore, you simply respond with, "Why not?!" The thrill of climbing a mountain, the excitement a crawling through shoulder wide cave systems for miles, dancing in the fire light with a tribe of goblins. For you, life is about finding new places, meeting new people, and learning new cultures.

New Heights At 3rd level, you have proven yourself to your Fellowship through an amazing feat of discovery. Perhaps you found a long forgotten city or were the first to reach the center of the earth. Whatever the case, your deeds have earned you entry in a prestigous advanturers' guild, giving you access to new knowledge and techniques. You know the Friends cantrip and can use Charm Person and Expeditious Retreat once each and regain the ability to do so after a long rest. Intelligence is your Spellcasting modifier for these spells. Infectious Zeal Starting at 6th level, creatures of your choice under the effects of the Contour Territory feature gain temporary hit points equal to your cartographer level + Intelligence modifier and gain an additional 5 feet of movement. These effects last for 1 minute, even if the creature leaves the territory. Fortune Glyph At 14th level, you have become a senior member of your adventurers' guild and have thus earned a gift that few others have received. You are sent a detailed painting of a beautiful landscape that’s location is known only to your fellowship and bears a unique Geoglyph - The Fortune Glyph. You transcribe this glyph into your atlas. This Glyph counts towards the Geoglyphs Know column of the cartographer chart. When you activate your territory, you can expend 3 glyph slots to apply this Geoglyph to your territory. When you do so, the Glyph gains a pool of points equal to your level. When a creature of your choice makes a saving throw, ability check, or attack roll within your territory and fail, you can use your reaction and expend a number of points from this pool. Add the number to the roll made. As a bonus action, you can activate the following effect of the Fortune Glyph. sfbasfbaf Conqourers With every passing second, the world is becoming smaller and smaller. The edges of the map are starting to meet, and you plan on making every inch of your travel worth your time. Time is, after all, money, and your skills do not come cheap. You join a fellowship whose goals find them contracted by entrepreneurs and governments from all over the world. For wealth, for power, or just to carve out a small patch of the world for their own, it is all the same to you. The world is growing smaller, but business has never been better. Mutual Agreement At 3rd level, your cunning and insight have caught the attention of a fellowship that holds contracts with the wealthiest and most powerful people in the world. After completing a specific job, such as transporting a foriegn dignitary or fostering peace between warring nations, you gain entry into a conquerers guild, giving you access to new knowledge and techniques. You know the Mage Hand cantrip and can use Comprehend Languages and Identify once each and regain the ability to do so after a long rest. Intelligence is your Spellcasting modifier for these spells. Tactical Insight Starting at 6th level, when you activate your territory, creatures of your choice under the effects of the Contour Territory feature gain a die that is the same as their hit die. A creature with this die can expend it at any point and add it to attack damage. Alternatively, they can use their bonus action to expend the die and gain advantage on their next attack. If you use this feature, you cannot use it again until you finish a long rest. Trammel Glyph At 14th level, you have become a senior member of your sell sword guild and have thus earned a gift that few others have received. You are sent a detailed painting of a beautiful landscape that’s location is known only to your fellowship and bears a unique Geoglyph - The Trammel Glyph. You transcribe this glyph into your atlas. This Glyph counts towards the Geoglyphs Know column of the cartographer chart. When you activate your territory, you can expend 3 glyph slots to apply this Geoglyph to your territory. When you do so, Choose 1 type of creature (aberration, celestial, fiend, dragon, or fey) or an alignment (lawful or chaotic). While this glyph is within your territory, creatures of the same type or alignment that attempt to enter or leave your territory must succeed a Wisdom saving throw. On a failure, they take 5d6 psychic damage and are pushed back 5 feet. On a failure, they take half damage. As a bonus action, you can activate the following effect of the Trammel Glyph. Creatures of your choice within your territory must succeed a Wisdom saving throw or become stunned. A creature can repeat this saving throw at the beginning of their turn. Stewards In your travels, you have seen nature in its most pure and beautiful state. Rushing riverway, vast, unbroken prairies, and forests that shimmer green as emeralds. Yet as the world moves forward, you find yourself at odds with the progress of civilization. You join a fellowship of individuals that believe in creating a balance between modernization and naturalism - conservation. It is your greatest hope that one day, your knowledge and experiences will serve as the steppingstone for a future where all races will respect and marvel at nature, just as you do. Dissertation At 3rd level, you have received word from a group of ecological conscious individuals about your activities and research into the natural world. They would like to extend to you the opportunity to join them and are willing to fund your proposed research. Research project are wide ranging and

can include finding a cure for a rare disease or preventing an endangered species from becoming extinct. You gain entry into a stewerds guild, giving you access to new knowledge and techniques. You know the Druidcraft cantrip and can use Speak with Animals and Absorb Elements once each and regain the ability to do so after a long rest. Intelligence is your Spellcasting modifier for these spells. Rules of Nature Starting at 6th level, when you or a creature under the effects of the Contour Territory feature succeeds on a Dexterity saving throw, that creature can use its reaction to move its speed without provoking an attack of opportunity. Summoning Glyph At 14th level, you have become a senior member of your steward fellowship and have thus earned a gift that few others have received. You are sent a detailed painting of a beautiful landscape hose location is known only to your fellowship and bears a unique Geoglyph - The Summoning Glyph. You transcribe this glyph into your atlas. When you activate your territory, you can expend 3 glyph slots to apply this Geoglyph to your territory. When you do so, you can cast Conjure Animal. In addition to the creatures specified by the spell, you can also summon Plant creatures, following the same CR restrictions as animals conjured through this spell. The creatures cannot leave the confines of your territory, and if any do, it immediately disappears. As a bonus action, you can activate the following effect of the Summoning Glyph. You can dismiss 1 of the creatures summoned by this feature and choose one creature in your territory. The creature gains hit points equal to the current hit points of the dismissed creature. Geoglyphs Freeze Glyph Slots: 1 When you expend glyph slots to apply this Geoglyph to your territory, the temperature of the territory begins to drop. After 1 round, it drops to 0 degrees Celsius, and then reduces by another -10 degrees Celsius each round at the start of your turn (maximum of -40 degrees). You can choose to maintain the territory at a particular temperature for the duration of the territory. All non-magical liquids begin to freeze. As a bonus action, you can activate the following effect. Creatures in your territory must succeed a Constitution saving throw or take 1d4 cold damage. If you expended additional glyph slots when you applied this Geoglyph, add an additional 1d4 cold damage for each additonal slot expended. Burn Glyph Slots: 1 When you expend glyph slots to apply this Geoglyph to your territory, the temperature of the territory begins to rise. After 1 round, it raises to 36 degrees Celsius, and then reduces by another 20 degrees Celsius each round at the start of your turn (maximum of 100 degrees). You can choose to maintain the territory at a particular temperature for the duration of the territory. All non-magical liquids begin to boil. As a bonus action, you can activate the following effect. Creatures in your territory must succeed a Constitution saving throw or take 1d4 fire damage. If you expended additional glyph slots when you applied this Geoglyph, add an additional 1d4 fire damage for each additional slot expended. Spikes Glyph Slots: 1 When you expend glyph slots to apply this Geoglyph to your territory, the earth erupts into jagged spikes and spires. A creature must spend 2 feet of movement for every feet it moves through your territory or take 1d8 piercing damage. A creature can only take this once per turn. As a bonus action, you can activate the following effect. One of the earth spikes launches from the ground and attempts to hit a creature iof you choice in the territory. Make a ranged spell attack, using your Intelligence modifier. On a hit, the creature take 2d4 piercing damage. Growth Glyph Slots: 1 When you expend glyph slots to apply this Geoglyph to your territory, the air becomes humid and plants begin to sprout. If a creatures regains hit points while in the territory, they gain an additional 1d4 hit point. As a bonus action, you can activate the following effect. Plants begin to sprout rapidly and grab at anything that moves. Creatures in the territory must succeed a Dexterity saving throw or be grappled. If a creature succeeds with saving throw, they gain advantage against this saving throw for 24 hours. If you expended additional glyph slots when you applied this Geoglyph, creatures that fail the saving throw take 1d4 slashing damage for each additional slot expended.