D&D 5E (2024) Cartographer May be Underrated. The Cheerleader A Build.

Zardnaar

Legend
So the cartographer has the reputation of being the weakest artificer. Im not sure about that as you have a few more options. For example the artilerist and battlesmith probably have other things to do with their actions. And may have to use spell slots to do their thing.

Expanding on This thread.


Basically I suggested the cartographer will make a good support character. I'm going to double down on that and add controller as well. All artificers at level 11+ are going to benefit from spell storing item. Cartographer isn't the best at damage so its not a drawback as such.

Suggested Party Role. Rogue replacement or 5th member. Wizard if game wont go much higher than 6th or 7th level.
Role. Support/Controller.
Origin feat. Alert. You want to go first.
Race. Up to you.
Class Features we care about. Replicate magic item, magic item tinker, spell storing item.
Suggested Skills Arcana, sleight of hand.
Start with 17 intelligence. Boost to 18 via half feat of your choice level 4.

Suggested cantrips. Guidance and true strike.

So not going to cover every level. Just the obvious ones.

Level 2. You can create 2 common items and 4 plans. Suggested Alchemy Jug, Armor of Gleaming, Bag of Holding, Repeating shot, Spell Wrought Tattoo (lvl 1 spells)

Create Gleaming half plate armor for yourself or full plate and gift it to someone else to wear. Best armor in the game level 2. A fighter may appreciate a repeating shot heavy crossbow other item is up to you.

Level 3. 1d4 boost to initiative rolls, lots of faerie fire and portal jumping. You dont have level 2 spells yet. Faerie Fire is a good spell as well. Get used to casting it until level 6. Faerie fire doesnt use spell slots so you can combine it eith healing word.

5. You get lvl 2 spells now. Might even cast then occasionally. Mostly you want Homonculus Servant. Also guided precision. You might use it occasionally mostly at this level. Faerie fire concentration

6. Replicate Magic Item and Magic item tinker. The good stuff. At level 6 you can swap a plan out and get a new one. You want items that have charges. MVP here is pipes of haunting. Also a weapon of warning wand of web or magic missile pick one. Swap out a plan at 7th for the other one. Probably use the pipes a lot and transmute any other item into pipes once its low on charges or vice versa. Essentially you have 3 level 3 fear spells concentration free. Transmute gives you another 3 uses. You can also sacrifice a level 1 spell slot to recharge the pipes. For your other lvl 6 item I would take weapon of awareness. Everyone within gets advantage on initiative rolls. With a d4 attached. Seems going to me. You took the alert feat right? At level 7 swap out a plan for another wand and again at 8.

How It works. You have initiative count of 3 (alert), plus 1d4 plus advantage plus dexterity and you can swap initiative with anyone. Since youre boosting initiative and wanting to cast faerie fire I'm guessing your allies should be happy to swap places. Your homonculus goes on your initiative count. Give it your pipes of haunting. Technically any artificer can do this but odds are the others probably want magic weapons or armor so wont have the items or actions available or the spell slots if they're recharging cannons and pets.

Also you can transmute an item into a bag of holding. If you have one already a bag of holding bomb via familiar or homonculus.

Level 7. Flash of genius. Just a nice little ally boost.

Level 9. Teleport when you use your flash of genius.

Level 10. Replicate Magic Item. Uncommon magic items. Suggested items. Broom of flying, Deck of Wonder (Book of Wonder), Mizzium Apparatus (Guild masters guid to Ravnica)

Level 11. Spell storing item. Weak here. Pick the best option off the base class. Check if DM will allow flame arrows from Xanathars as its an artificer spell in tashas.

Level 14 replicate magic item. cube of force, instant fortress, necklace of fireball, bag of beans,

So compared to the other artificers youre not doing the damage. However you should have more plans, items and actions available. Technically other artificers can do the same in practice they cant unless they make their own subclass weaker. Except the alchemist perhaps. You're boosting initiative as well for most or all of the party.

I think this ones under rated by the internet.
 
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I think this ones under rated by the internet.
Nah, it's properly rated as being pretty bad, but still playable and fun if you don't mind being less powerful. Portal Jump looks super fun, and Adventurer Atlas Positioning is bound to come up with some creative shenanigans, but Faerie Fire is just so weak with as easy as Advantage is nowadays. Cartographer damage is anemic and their support isn't strong enough to balance it out.

Where are you getting Aura of Vitality to put into your SSI?
Aura of Vitality would in fact make Cartographers far better than they currently are, because one of their giant weaknesses is having nothing useful to put in the Spell Storing Item.
 



Nah, it's properly rated as being pretty bad, but still playable and fun if you don't mind being less powerful. Portal Jump looks super fun, and Adventurer Atlas Positioning is bound to come up with some creative shenanigans, but Faerie Fire is just so weak with as easy as Advantage is nowadays. Cartographer damage is anemic and their support isn't strong enough to balance it out.


Aura of Vitality would in fact make Cartographers far better than they currently are, because one of their giant weaknesses is having nothing useful to put in the Spell Storing Item.

I'm wondering if their control is worth it.
 

They can craft 2 lvl 1 spell scrolls a day. Any way to speed that up.
Deryan's Helpful Homunculi is technically not listed as an Artificer spell but that is almost certainly an oversight by WotC seeing as how the Deryan NPC for whom the spell is named is an Artificer. That spell costs 100gp but cuts crafting time in half so you could get double the scrolls as long as you have the money.

I could be underestimating Scroll Crafting but it just doesn't seem very good for Cartographers since they must have the spell prepared. The Artificer spell list is just so weak - what are you even going to craft that really matters? Cure Wounds is always helpful but not much better than Alchemists pumping out potions. I don't see anything else worthwhile other than finding a loophole thru feats (Fey-Touched for Command?)
 

Deryan's Helpful Homunculi is technically not listed as an Artificer spell but that is almost certainly an oversight by WotC seeing as how the Deryan NPC for whom the spell is named is an Artificer. That spell costs 100gp but cuts crafting time in half so you could get double the scrolls as long as you have the money.

I could be underestimating Scroll Crafting but it just doesn't seem very good for Cartographers since they must have the spell prepared. The Artificer spell list is just so weak - what are you even going to craft that really matters? Cure Wounds is always helpful but not much better than Alchemists pumping out potions. I don't see anything else worthwhile other than finding a loophole thru feats (Fey-Touched for Command?)

I was thinking cure spell, guiding bolt, jump and anything off magic initiate and similar feats.

Maybe a bastion as well
 

Deryan's Helpful Homunculi is technically not listed as an Artificer spell but that is almost certainly an oversight by WotC seeing as how the Deryan NPC for whom the spell is named is an Artificer.
Not so much an oversight as a product of Forge of the the Artificer having been written before the Forgotten Realms books but published after.

On the original topic, I used to be a cartographer, but astrophysicist gets cooler abilities.
 


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