TEXT: A ranger archetype for intrepid explorers,
  mapmakers, and trailblazers
  CARTOGRAPHER
  
  Authors 
  Hannah Rose
  Deven Rue
  Playtesters
  Emily Aziz
   
   
  Emmie Bryant
   
   
       Eddie Freeman 
   
   
           Manuel Olonia
  Editor
  James J. Haeck
  Character Art
  Basilisk Online
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  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  Layout Template 
  Rich Lescouflair 
  
  3
  Cartographer
  Rangers who chart the lands they travel are known as 
  cartographers. A cartographer’s knowledge of the land 
  goes beyond mere geography—they must be familiar 
  with every aspect of a region, from flora and fauna to the 
  customs of local cultures. These rangers are consummate 
  wanderers, and are dedicated to sharing knowledge 
  through the maps they craft.
  Cartographer Magic
  Starting at 3rd level, you learn an additional spell when 
  you reach certain levels in this class, as shown in the 
  Cartographer Spells table. The spell counts as a ranger 
  spell for you, but it doesn’t count against the number of 
  ranger spells you know.
  Cartographer Spells
  Ranger Level
  Spell
  3rd
  entangle
  5th
  skywrite
  9th
  speak with plants
  13th
  hallucinatory terrain
  17th
  tree stride
  Wisdom of the Wilds
  When you choose this archetype at 3rd level, you gain 
  proficiency in either the Medicine or Survival skill. You 
  also gain proficiency with cartographer’s tools. 
  Arcane Cartography
  Starting at 3rd level, you map your travels with 
  exceptional accuracy and artistry, creating a Master Map.
  Additionally, when you are in a location you have 
  mapped, you gain the following benefits:
  • You always know which way is north, and you cannot 
  become lost except by magical means.
  • You have advantage on Wisdom (Survival) and 
  Intelligence (Nature) checks.
  Cartographer's Vision
  When you reach 7th level, the maps you create become 
  imbued with the magical energy of the land itself. By 
  concentrating on a location on your Master Map, you 
  can see the chosen location as if you were standing in 
  that space. You can concentrate on that location (as if 
  concentrating on a spell) for up to 10 minutes, during 
  which time you are blind with regard to your own senses. 
  Once you use this feature, you can’t use it again until 
  you complete a short or long rest. 
  Hostile Geography
  Starting at 11th level, you can cause the land around 
  you to rise up against your foes. As a bonus action, you 
  designate one creature within 60 feet of you as the target 
  of this feature. Whenever the creature moves without 
  teleporting, it must make a Dexterity saving throw against 
  your spell save DC or take 1d6 slashing damage for each 
  five feet of movement. This effect lasts for 1 minute or 
  until you use this feature again. 
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of once). You regain all 
  expended uses when you finish a long rest. 
  Master Map
  The areas that you map during your travels form a body 
  of work that reflects your knowledge of the land and 
  local geography. 
  Adding to the Map. You can spend 2 hours and use 10 
  gp worth of specially prepared ink and parchment to 
  inscribe up to 10 square miles of territory that you have 
  traveled through in the past week to your map. 
  Replacing the Map. You can copy areas from your 
  Master Map onto another map. This is faster and easier 
  than creating the original version, so the process of 
  copying a map takes 1 hour per 10 square miles. If you 
  want to create a replica of your existing Master Map, 
  this process also costs 10 gp worth of parchment and 
  ink. Only you can use the magical properties of your 
  Master Map.
  The Map’s Appearance. Your Master Map is a unique 
  work of artistry, with its own notation and decorative 
  flourishes. It might be a leather case of parchment 
  scrolls, a finely bound sketchbook that was a gift from 
  an ancient druid, or a carefully preserved collection of 
  tanned hides inscribed with homemade dyes. 
  Mapwalking
  When you reach 15th level, the power of your Master Map 
  allows you to travel between locations as easily as folding 
  a map. As an action, you 
  can transport yourself 
  and up to six willing 
  creatures of your 
  choice within 10 feet 
  of you to a location 
  on your Master 
  Map. Once you use 
  this feature, you 
  can’t use it again 
  until you complete 
  a long rest.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Cartographer.pdf