Wayfinder Of The Sundered City Image

Ranger; campaign-specific (Yor only)

You carry two maps of the sundered city in your mind's eye, and the instinct to read a safe path where others find only death. You gain the following benefits.

Mind Maps. You alone hold two maps of the city: an above-ground map with points of interest marked M1, M2, M3, and so on, and an Underdark map marked U1, U2, U3, and so on. You have a legend giving each marker's name only (for example, M1 is the Obsidian Palace) — no context, no route safety. You always know where each party currently stands.

Navigation Tokens. At the start of each session (not each day) you receive 5 navigation tokens. They do not carry over; unused tokens are lost. Both parties draw from this same shared pool of 5. Spend 1 token to scout any one marker.

Scout's Insight. When you scout a marker, you learn three things: the safest route to it from the party's current position; the nature and severity of its corruption (warped by the hells, claimed by the twilight of the void, or otherwise); and a brief glimpse of what the place was before the Sundering.

Safe Passage. Traveling to a marker you have scouted, you roll your own Survival check with advantage in place of the group's check. Your party reaches the destination no matter the result — arrival is guaranteed. On a failed roll you draw from the d8 hazard table: still punishing, but nothing on it can block the route or force a retreat.


Wayfinder Of The Sundered City Image

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