Ranger
Base Class: Ranger

Wayfinders are rangers who specialize in exploration, navigation, and rooting out quarry: whether it be an ancient artifact lost to time, an elusive monstrosity hiding in the wilds, or simply a good tavern with good ale and a place to rest. Guided by tools that point the path forward, wayfinders are sensitive to the subtle magics in magnetic fields and starry skies, and focus their powers through compasses or maps. With keen memories of places they've been, and a strong urge to explore the places they haven't, wayfinders help give direction to parties that might othewise wander without aim. 

Grim Compass

At 3rd level, you learn to channel your wayfinding magic through a ranged weapon of your choice, turning it into an arcane compass that can steer you in the right direction or locate enemy weak spots. You may use this feature in several ways, but only as many times as your proficiency bonus (minimum of 1). Uses are recovered after a long rest. 

  • You whisper a word of wayfinding magic while attacking with your ranged weapon. Your attack has +3 to hit, and on a successful hit strikes the enemy in a vulnerable area. The next attack against this creature, by you or one of your allies who can see the arrow or knows where it struck, will deal an additional 1d8 damage (same damage type). This increases to 1d10 at 7th level, 1d12 at 10th level, and 3d6 at 15th. 
  • If your party is lost, at a crossroads, or tracking an enemy, you may whisper a word of wayfinding magic and use your arcane compass to point the way. Roll to attack. On a 13 or higher, the arrow glows with arcane energy and bends in the direction you seek. Otherwise, the magic fails to take hold. The DC changes to 10 at 10th level, and 8 at 15th level. 

Arcane Cartography

You gain cartographer's tools and an arcane atlas. After exploring a named area, you can spend one-hour copying details about the location into your arcane atlas. Depending on the size of your location (for example, when mapping a vast magical forest) your DM may determine that copying these details will take longer, or require more exploration before it can be added. Once an area has been added to your arcane atlas, you have the following benefits while located in that area:

  • You have advantage on investigation, perception, and survival checks when looking for food, shelter, or searching for traps and hidden spaces (doors, trapdoors, etc.). 
  • Difficult terrain doesn't slow your movement. 

If you lose your arcane atlas, or it is destroyed, you can replace it during a short rest by writing arcane sigils in a blank book. At the end of the rest, your arcane atlas is restored. If the previous atlas still existed somewhere, all the maps vanish from its pages. 

Map Shifting

The magic in your Arcane Atlas intensifies. You draw a mystical door or window connecting any two mapped locations into your Arcane Atlas, as long as they are on the same plane of existence, and you are currently in one of those locations. The magical doorway instantly appears before you, and acts as a portal between those two places that lasts for 10 seconds. Any creature can use 5 feet of movement to cross from one side to the other. After 10 seconds, the portal disappears and the doorway disappears from you map. 

You can use this feature once per day. 

Unparalleled Navigator

Your sense of direction is unparalleled, and you have learned to channel your magic through an arcane sextant. You have advantage on all navigation checks when traveling by sea or airship, and are able to sense basic directions even if blind, deaf, or in magical darkness. 

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