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

Dungeons and DragonsThe new 2024 core rules reshaped the game in a huge way. Some classes and subclasses have drastically different abilities or playstyles, some core gameplay aspects have been changed, and even some of the most iconic monsters in Dungeons and Dragons they are nothing like they used to be. This isn't always the best, as losing identity for a novelty isn't necessarily a good thing, but the overall reception has been good so far. Now a new book is out in the form of Eberron: Forge of the Artificer, which aptly introduces the Artificer class, its four existing subclasses, and a brand new subclass, the Cartographer.

That in itself is pretty exciting because there are new subclasses in it Dungeons and Dragons they're often a huge breath of fresh air for longtime players and can either unlock entirely new playstyles and strategies, or build on previously untapped concepts. All of the Artificer subclasses are unlocked at level 3 and they are: Alchemist, Armorer, Artillerist and Battle Smith, with Cartographer rounding them out. Still, as interesting and tasty as Cartographer is for Artificer, it can't keep its teleportation spells landing and becomes a cool support class at best and an underwhelming cauldron of half-baked features at worst.

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Dungeons and Dragons' New Cartographer is officially the worst artist subclass

Apart from some major changes in Artificer DnD 2024 from Eberron: Forge of the Artificer, such as learning Mending as a cantrip or triggering Flash of Genius when a creature fails a check or saving throw, every subclass has been updated and Cartographer has been added. In theory, the Cartographer is supposed to be a support class that focuses on mobility and useful magic for allies, all while creating magical maps that connect all party members and give them bonuses. However, this is only partially true, as class fantasy is quickly overshadowed by midrange abilities, spell selection, and abilities.

Eberron Subclass Breakdown: Forge of the Artificer's Cartographer in DnD 2024

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

At level 3, the cartographer gains access to the tools of the trade, which is very useful for crafting spell scrolls, and the gold price is also decent. However, this becomes exponentially worse after level 3 spells due to the huge cost in gold and time required to complete a scroll, and assistants cannot be used to reduce the time required to create spell scrolls. Scrolls have some value when you have a wizard in your party who can learn spells from the scrolls, which is easily achieved due to the overlap of Artificer and Wizard spells in Dungeons and Dragons. However, this is not guaranteed to be the case.

After that, the cartographer gets his own list of spells. This is as follows:

Artist level

Charms

3

Fairy fire, guiding bolt, healing word

5

Find the object, Mind Spike

9

Call Lightning, clairvoyance

13

Exile, find the creature

17

Scrying, Teleportation Circle

Cartographer spells in Eberron: Forge of the Artificer aren't inherently bad, but they aren't great either. This is especially noticeable when the pick doesn't have a lot of use to combine with a class 11 feature called Spell Storage Item. After a long rest, you can imbue one object that you can use as a focus to deposit a spell into it from a level 1, 2, or 3 Artificer spell, but this must be an action and does not require a material component. This means that Healing Word, perhaps the best spell to save, cannot be selected because it is a bonus action rather than an action. Faerie Fire isn't just a subpar spell on its own, but the class also makes it a core part of his identity, so it's not worth saving either.

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

  • Awareness: +1d4 to initiative rolls
  • Positioning: When you cast spells or create effects that require seeing the holder of the target card, that creature can be targeted regardless of line of sight or cover if it is in range.

The location isn't amazing for the Cartographer alone as they don't have many spells or uses for him, but it can be much better for other party members. Healing Word is again a good healing spell in DnD use with this effect, but there aren't many. Still, Healing Word on an invisible ally or maybe someone behind cover has its advantages, and the ability itself is indeed powerful, just not so much for a cartographer.

Any solid object counts as behind cover, so even a window or maybe a door.

After that, the Cartographer gains Illuminated Cartography, which allows you to cast Faerie Fire without spending spells, which is seemingly useful. Creating an advantage in DnD 2024 is not nearly as challenging as past editions and requires focus on the cast. Even though it's a free spell, it's not that impressive and is mostly something that can be worth casting at level 3, maybe level 5 at best.

Faerie Fire is much better in Dungeons and Dragons 5e 2014 where the perk isn't as readily available for some classes like Warrior, so it can be a good way to boost a party.

Finally Cartographer gets Portal Jump at level 3 which is a very good disconnect tool. At the same time, it requires your speed to not be 0. This means that situations where you might want to teleport out of the majority don't apply to Portal Jump, like when you're stuck.

Dungeons and Dragons – Eberron: Forge of the Artificer's Cartographer does not find path between level 5 and 15

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

  • Guided Precision only works on three Cartographer spells, and none of them are great for it:

    • Guide screw

    • Mind Spike

    • Call Lightning

  • The advantage will usually be +3 or +4 to the damage roll DnDwhich is good in a vacuum, but not amazing considering it still requires you to cast Faerie Fire a round early, maintain concentration for the target creature to fail its saving throw against it, and then again for the next attack spell you cast.

  • Other Artificer subclasses, like the Artillerist, have much more impressive and powerful abilities for extra damage, while this one is completely avoidable and requires heavy setup.

At level 9, the cartographer gains Ingenious Movement, which is linked to Flash of Genius. This is a great feature and has some decent uses, as the target for this ability doesn't have to be the same one who benefited from Flash of Genius to trigger, meaning other party members can be kept in a good position for their needs.

Finally, the cartographer gains two additional abilities with Superior Atlas at level 15. They are:

  • Safe harbor: When the map holder (any, not just you) is reduced to 0 HP but not killed, this creature can destroy its map. If they do, their HP changes to a number equal to your Artificer level times two, and that creature teleports to an unoccupied space within 5 feet of you or another map holder.
  • An infallible path: You can use Find a Way if you own the map, without using a spell, without preparing a spell, and without components. This can only be done once per long rest.

Safe Haven is incredibly good for support and can easily save someone who would otherwise be killed in combat. Cheat death effects are always very good, albeit situational, and this is also paired with the teleportation effect. Unerring Path, on the other hand, is very underwhelming and doesn't really match the performance expected of a level 15 ability slot – assuming you're willing to stick with a level 15 cartographer to get there. While Find the Path isn't a bad spell DnDit's not something you'll need on a daily basis, if ever.

You should avoid the new DnD Artificer cartographer like the plague

Cartographer has its strengths and special uses, so it's not necessarily a bad class. However, unless your Dungeon Master decides to give you more utility specifically by incorporating terrain-focused encounters and movement-related challenges as part of your campaign, it's hard to justify taking Cartographer over every Artificer subclass—even Alchemist, which is still far less powerful than the other three after recent updates. And even if you just want to play Cartographer for the fun of it, it might not deliver in terms of gameplay.

As Reddit user Gizogin said, “You can go anywhere, but once you get there, you can't do anything.” However, this is not entirely true, as reducing your speed to 0 prevents you from using Portal Jump, which is probably one of the core abilities of this class. Yes, you have maps and can give them to your allies for bonuses and it's thematically unique and interesting, but unless there's some very narrow and specific combo, positioning isn't as strong, 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 besides boost initiative by 1d4 and cast some medium spells that other Artificer subclasses can't?

dungeons-and-dragons-series-tabletop-game-franchise

Franchise

Dungeons & Dragons

Original release date

1974

Designer

E. Gary Gygax, Dave Arneson


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