'You can go anywhere, but once you get there you can't do anything'

dungeons and dragonsThe new core rules for 2024 have significantly reshaped the game. Some classes and subclasses have drastically different abilities or playstyles, some core game aspects have changed, and even some of the most iconic monsters in the game have been changed. dungeons and dragons It's completely different than before. Losing identity for novelty isn't necessarily a good thing, but the overall response so far has been good, so this isn't always best. Now a new book is coming in the form of Eberron: Forge of the Artificer. This book includes the Artificer class, four existing subclasses, and a completely new subclass, Cartographer.

This in itself is very interesting. dungeons and dragons It's often a breath of fresh air for longtime players, allowing them to unlock entirely new play styles and strategies, or build on existing concepts that haven't been developed yet. The Artificer subclasses all unlock at level 3 and are Alchemist, Armorer, Artillerist, and Battle Smith, with the Cartographer rounding them out. But as interesting and tasty as the Cartographer is for an artificer, it doesn't stop the landing of teleportation spells, making it an awesome support class at best and an underwhelming cauldron of half-baked abilities at worst.

Unearthed Arcana Playtest Technician Eberron Dragonmark

Tuned into fan-favorite classes in Dungeons and Dragons testing

Dungeons and Dragons is releasing an Unearthed Arcana playtest packet that includes some tweaks to popular classes, including new subclasses.

The new cartographer in Dungeons and Dragons is officially the worst technician subclass.

Except for some core Artificer changes: D&D In the year 2024 of the Eberron: Forge of the Artificer book (such as learning Mending as a cantrip or Flash of Genius being triggered when a creature fails a check or saving throw, etc.), each subclass was updated and the Cartographer was added. In theory, the Cartographer is meant to be a support class that focuses on mobility and utility magic for allies, while creating magical maps that connect all party members and provide bonuses. But this is only partially true. Because class fantasy is quickly overshadowed by mid-level abilities, spell choices, and abilities.

Eberron: Forge of the Artificer's Cartographer subclass analysis in DnD 2024

Dungeons and Dragons – Eberron: Forge of the Artificer's Level Cartographer is a mixed bag

At level 3, the cartographer has access to tools of the trade that are very useful for crafting spell scrolls, and gold is also reasonably priced. However, this gets exponentially worse after level 3 spells due to the huge gold cost and time required to complete the scroll, and you cannot use assistants to reduce the time required to craft a spell scroll. If you have a wizard in your party who can learn spells from scrolls, the scrolls have some value. This is easy to achieve because Artificer spells and Wizard spells overlap. dungeons and dragons. However, this is not guaranteed.

The cartographer then gets his own list of spells. This is as follows:

technician level

order

3

Fairy Flame, Guiding Arrow, Word of Healing

5

Find object, mind spike

9

Calling lightning, clairvoyance

13

Exile, Find Creature

17

Scrying, Teleportation Circle

The Cartographer spell in Eberron: Forge of the Artificer isn't inherently bad, but it's not great either. This is especially evident when the selection doesn't have much of a use that ties into the class' level 11 feature called a spell storage item. After a long rest, you can infuse one item that you can use as a focus to make a spell save for a level 1, 2, or 3 Artificer spell, but this must be an action and requires no material components. This means that Word of Healing, which is probably the best spell to save, cannot be selected because it is a bonus action, not an action. Not only is Faerie Fire a subpar spell on its own, but it's also not worth saving because the class makes it a core part of its identity.

The Adventurer's Atlas is a cool class feature that allows you to create a set of maps after a long rest, with one map dedicated to each creature you touch (1 + Int modifier, minimum 2). Maps allow all holders to know the locations of each other's map holders, which provides two bonuses.

  • consciousness: +1d4 on initiative checks
  • positioning: When you cast a spell or create an effect that requires you to identify the target map holder, if this creature is within range, it can be targeted regardless of line of sight or cover.

This isn't surprising for the cartographer himself, as positioning doesn't have many spells or uses, but it could be much better for other party members. Healing Word is again a good healing spell. D&D It can be used with this effect, but not much else. Still, Word of Healing against an unseen ally or someone behind cover has its merits, and the ability itself is indeed powerful, but not so powerful against the Cartographer.

All solid objects are considered to be behind cover. The same goes for windows and doors, for example.

The cartographer then gains Illuminated Cartography, which allows him to cast Faerie Fire without using up a spell slot. On the surface, this seems useful. But what creates the advantage is D&D 2024 is not as difficult as previous versions and requires concentration to cast. This is a free spell, but it's not very impactful and is mostly something worth casting at level 3, or at most level 5.

Faerie Fire is much better in Dungeons and Dragons 5e 2014. This can be a good way to support your party, as some classes like Warrior don't have easy access to the advantage here.

Finally, Cartographers gain Portal Jump at level 3. This is a great tool for disengaging. At the same time, the velocity must not be zero. This means that situations where you want to teleport as much as possible, such as being captured, cannot be applied to Portal Jump.

Dungeons & Dragons – Eberron: Artificer's Cartographer's Forge will not find its way between levels 5 and 15

At level 5, the cartographer gains Guided Precision. This allows you to add your Intelligence modifier to the damage roll of a spell or attack once per turn, whenever you cast a spell from the Cartographer's spell list or make an attack roll to attack a creature affected by Faerie Fire. Additionally, taking damage does not break your focus on Faerie Fire. The problem here is threefold.

  • Guided Precision only works with three Cartographer spells, none of which are suitable.

    • guiding bolt

    • mind spike

    • call lightning

  • The advantage will most likely be +3 or +4 on damage rolls. D&DIt's good in a vacuum, but it's not surprising considering you still need to cast Faerie Fire on the previous turn, maintain concentration, have the target creature fail a saving throw against it, and then need it again for the next attack spell you cast.

  • While other Artificer subclasses, such as the Artillerist, have much stronger and more powerful abilities for extra damage, this subclass is completely avoidable and requires a heavy setup.

At level 9, the cartographer gains a creative movement associated with Flash of Genius. This is a cool feature and has some decent uses. Since the target of this ability does not have to be the same person who benefits from Flash of Genius for this ability to trigger, this means that other party members can remain in position to suit their own needs.

Finally, cartographers gain two more abilities with the Superior Atlas at level 15.

  • safe haven: If the map holder (anyone, not just you) has its HP reduced to 0 but is not dead, that creature can destroy the map. When you do so, their hit points are changed to a number equal to your artificer level multiplied by 2, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder.
  • error-free path: You can use Pathfinding if you are a map holder, without consuming a spell slot, without preparing a spell, and without any components. You can only do this once per long rest.

Safe Haven is great for support, and can easily save someone who might otherwise die in combat. Cheat death effects vary depending on the situation, but are always very good and are also combined with teleportation effects. On the other hand, Unerring Path is very disappointing and doesn't really fit the power you'd expect from a level 15 ability slot. That's assuming you'll stick with Cartographer for 15 levels to get there. Pathfinding isn't a bad spell, though. D&DIt's not something you need every day.

You should avoid DnD's new Tech Cartographer like the plague.

The Cartographer has some strengths and niche uses, so it's not necessarily a bad class. However, unless the Dungeon Master decides to give Cartographer more utility by making terrain-centric encounters and movement-related challenges part of the campaign in particular, it's hard to justify choosing the Cartographer as an all-Artificer subclass, or even an Alchemist subclass that, after recent updates, is still significantly weaker than the other three. And even if you just want to play for Cartographer's strengths, you may not be satisfied with the gameplay.

As Reddit user Gizogin puts it, “You can go anywhere, but once you get there, you can't do anything.” However, this is not entirely true, because reducing your speed to 0 means you cannot use Portal Jump, one of the key abilities of the class. Yes, there is a map, you can give it to your allies as a bonus, and the theme is unique and interesting. However, unless you come up with a very niche and specific combo, the positioning won't be that powerful, Safe Haven is situational, spell scrolls are too expensive, and Faerie Fire isn't worth it at higher levels. At that point, what does the cartographer do other than increase initiative to 1d4 and cast intermediate spells that other technician subclasses can't?

Dungeons & Dragons series game tabletop franchise

franchise

dungeons and dragons

original release date

1974

designer

E. Gary Gygax, Dave Arneson


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