Ranger
Base Class: Ranger

A Guide is one that can find the paths that are available to them, all of them. Each guide sees these paths differently; some see them as long strings of light, others see them as spectral figures moving along the path, others still see nothing and instead have a sort of innate intution. The only path a Guide cannot follow is their own, even if they could it would often be better to ignore it, to save confusion.

A lesson any Guide learns early on is the fact that once a path is traveled, there is no going back. A path cannot be rescinded, and it must be followed to completion. Because of this, one must be careful of the path they travel, and the path they lead others down.

Guide Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Guide Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Guide Spells
Ranger Level Spells
3rd expeditious retreat
5th see invisibility
9th haste
13th arcane eye
17th scrying

See the Guides

Starting when you choose this archetype at 3rd level, your eyes and/or mind have been trained to see or sense the paths others before you have taken.

Thought the paths may be many and jumbled, you are able to focus in on one particular path and manifest it to fuel some of your abilities. You can do so a number of times equal to your Wisdom modifier + your Proficiency bonus, regaining all expended uses at the end of a long rest. 

Guided to Magic

Starting at 3rd level, the Guides you see can be manifested and used as replacements for spells.

When you cast a Divination spell of 1st level or higher, you can choose to expend a number of Guides equal to the spell's level instead of expending a spell slot. When you do so, you do not need to provide the material componenets for the spell.

After casting a spell using this feature, you cannot use this feature again until the end of the spell's duration, even if the spell ends early.

Starting at 7th level, when you cast a spell in this way, it does not require concentration.

Optional Rule:

You can only use this feature if the target of the spell has at some point passed through within 5 feet of the area you are standing in and you have not used this feature for a spell that targets the same creature within the last 24 hours.

Guided Strikes

Starting at 7th level, your ability to see paths has extended to the paths of weapons, allowing you to replicate successful attacks made by your allies.

As a bonus action on your turn after a creature has been hit by an attack, you can expend a Guide and grant your next attack a +10 bonus to the attack roll. The attack must be the same type (melee, ranged, spell) as the attack that hit the target. If multiple attacks hit the target before your turn, you can choose any one of them to use this feature.

You can only benefit from this feature once per turn.

Guides to the Hidden

Starting at 11th level, your vision of paths can lead you to places that would otherwise be hidden to you.

As an action, you can expend a Guide to become aware of all doors or entryways in the room you are currently in. This includes doors that may be hidden by magic or blocked by other objects. You also determine if the doors are openable by you in a safe manner, though you do not learn the nature of the danger if there is one.

Guided to the Path

Starting at 15th level, you have become so adept at finding paths that you can locate nearly any place, person, or creature and find your way to them.

As an action, you can cast the spell find the path without expending a spell slot or material components. When you do so, you can target a location that moves or a creature with which you are familiar with on the same plane of existence as you, however you will be lead to where the creature or location was at the time of casting.

You can use this feature once, regaining the ability to do so at the end of a long rest.

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