Rogue: The Cartographer
Across the lands and below their surfaces lie many twists and turns, hidden oases and deadly chasms, endless wastes and beautiful locals, bountiful forests and towering mountains, and every possible thing in between. In a world this expansive, what is a bug to do? Some take it upon themselves to chart every corner they can reach. Fueled by a need to know, a desire to help, or even to make some geo, these bugs strike out to mark and map every last detail possible, seeing the world for what it is. An eye for detail and a master of their quill, no single sight ever goes unseen for these daring explorers. Each and every map, no matter how beautiful, is just a glimpse at the majesty these bugs have witnessed.
The Cartographer Features
| Rogue Level | Archetype Features |
|---|---|
| 3 | Skilled Quill, Path to Victory |
| 9 | Explorer's Mobility |
| 13 | Dungeon Sense |
| 17 | Battle Map |
Skilled Quill
The quintessential skill of a mapmaker is to make a map. Neat how that works. When you take this subclass at level 3, you immediately gain proficiency and expertise with Cartographer’s Tools. You can also gain proficiency in one of the following: Calligrapher’s Supplies, Forgery Kit, Navigator’s Tools, or Painter’s Tools.
You can also remember paths previously taken flawlessly, recalling major details with ease and minor details with a decent level of clarity. You cannot get lost when returning down a path previously traveled, except by magical means, and you have advantage discerning forgeries, mistakes, or inaccuracies in any maps or from materials made by tools you have proficiency in.
Path to Victory
With an eye for detail comes a discerning mind, well equipped for combat. At 3rd level, you gain the ability to discern the best path in which you should move in and strike. As a bonus action, you can target a number of 5 x 5 ft spaces equal to twice your walking speed. The first space must be within the range of your walking speed. Every additional space must connect to a space you have already chosen but can extend in any direction you wish.
When attacking a creature within this area, you can use your bonus action to gain sneak attack on the attack. A creature hit by this attack has their speed reduced by 10ft on their next turn. Creatures that are hidden from you or that have a flying speed are immune to this effect.
Additionally, you and your allies can ignore all difficult terrain within this feature’s marked area, including magical. Opportunity attacks made against you or your allies are made at disadvantage while you are traveling in the marked spaces. This feature lasts for a minute or until you use this feature again. You can use this feature a number of times equal to your Proficiency Bonus + your WIS modifier (min of 1). You regain all uses of this feature after completing a Short or Long rest.
Explorer's Mobility
When you reach this feature at level 9, you gain the ability to move greater distances and reach higher heights. You know how to get to every single corner possible no matter how far or high. You gain the ability to cast the Feather Fall, Jump, and Longstrider spells at first level, without expending any spell slots. You can only target yourself with this feature. You can cast each spell twice with this feature, regaining all uses on a long rest.
Additionally, your walking speed increases by 10ft, and it increases again by an additional 10ft at level 13.
Dungeon Sense
You have been delving into crypts, cisterns, dungeons, tombs, catacombs, caves, forests, temples, mountains and every unknown region you can find, granting you an excellent sense about certain details in these areas. When you gain this feature at 13th level, you gain the following features:
- Creatures cannot hide from you, except through magical means
- A creature hiding through magical means can be discerned through a Perception (WIS) check vs. their Stealth (DEX). If successful, you are aware of their position (This is a free action).
- You ignore all but full cover.
- You can treat half cover as ¾ cover, and ¾ cover as full cover.
- You have advantage on saving throws made against non-magical traps.
- If a trap would deal you damage, you take no damage on a successful saving throw and only half on a failed saving throw.
These effects are negated if you are stunned, Paralyzed, Incapacitated or Unconscious.
Battle Map
At level 17, you can use your Path to Victory feature to direct your allies in combat, showing them where to best strike. When an allied creature makes an attack on a space marked by your Path to Victory, they make any attacks from that space at advantage.
In addition, the spaces of your Path to Victory Feature no longer need to be connected to the first space, though any space not connected must still fall within the range of the feature (your walking speed).
Game Credit
This Subclass was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.
Designed by: Nick
Art by: Fly-Sky-High