Base Class: Ranger
A navigator's job is to aide the party by detecting threats before they become relevant. They do this using magic and wit. Their combat ability is not as good as other subclasses so they take more of a support role.
Navigator Magic
3rd-level Navigator feature
You learn an additional spell when you reach certain levels in this class, as shown in the Navigator Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Navigator Spells
| Ranger Level | Spells |
|---|---|
| 3rd | detect evil and good |
| 5th | find traps |
| 9th | clairvoyance |
| 13th | private sanctum |
| 17th | scrying |
Navigation Expert
3rd-level Navigator feature
You gain proficiency in investigation as well as cartographer's tools and navigator's tools if you haven't already. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
When you use a divination spell, such as find traps for example, the range and area of effect is doubled, and you will know the exact location and movements of the spell's targets regardless of the spell's description. Additionally, the spell can not be blocked by any physical material of any thickness with the exception of lead.
Spelunker
3rd-level Navigator feature
You gain interiors as one of your favored terrains. An interior is defined as a space closed off from the outside by walls and a ceiling. This includes buildings as well as caves and underground structures like some dungeons. This does not replace your favored terrains granted by the natural explorer feature.
If you pick the optional feature 'deft explorer', you gain expertise in an additional skill you already have proficiency in instead.
Support Rally
3rd-level Navigator feature
As an action, you can send out a wave of supportive magic to your allies within a 60ft radius of yourself. Roll 1d6, or 1d8 at 11th level. The number you roll corresponds to the effect from the table below and these bonuses do not apply to you. Any effect that lasts until the start of your next turn requires concentration.
| 1d6/1d8 | Effect |
|---|---|
| 1 | 2d6+WIS healing to all friendly creatures within range. The healing increases to 3d6 at 5th level, 4d8 at 11th level and 5d8 at 17th level. |
| 2 | All friendly creatures within range gain 1d6 to their skill checks and saving throws until the start of your next turn. This increases to 1d8 at 11th level. |
| 3 | All friendly creatures within range gain 1d6 to their attack and damage rolls until the start of your next turn. This increases to 2d6 at 5th level, 3d8 at 11th level and 4d8 at 17th level. |
| 4 | All friendly creatures within range gain the effects of the shield spell until the start of your next turn. |
| 5 | All friendly creatures' walking speed increases by 10 until the start of your next turn if they are in range. This increases to 15 at 11th level. |
| 6 | All friendly creatures within range gain resistance to all damage types for a single attack or until the start of your next turn. The full damage the target would normally receive is reflected back at the attacker. |
| 7 | All friendly creatures within range regain one spell slot of their choice, up to 5th level. |
| 8 | All friendly creatures within range gain immunity to all damage types for a single attack or until the start of your next turn. |
You may use this feature an amount of times equal to your proficiency bonus. You regain expended uses after a short or long rest.
Identify Creature
7th-level Navigator feature
You are adept at identifying creatures. You can use an action to spy a creature you can see within 30 feet of you. Roll a DC 20 (or DC 10 if the creature is your favored enemy) investigation check. On a successful roll, you gain the knowledge of the creature's statistics, proficiencies, senses, remaining HP, abilities, spells, remaining spell slots and regular, mythic, legendary and lair actions.
This knowledge becomes permanently fixed into your mind, allowing you to call back to it and track the remaining HP and spell slots of the same creature for free. (i.e. when you use this feature on a goblin, you know the status of every goblin you encounter there after, so long as they use the same stat block.) This knowledge does not apply if the creature's statistics changes. (i.e. An enemy that uses the Cultist stat block retreats and reappears later in the campaign using the Cult Fanatic stat block.)
Call Out
11th-level Navigator feature
You gain the ability to mark enemies with magic for your allies to attack: you know faerie fire. It does not count against the number of ranger spells you know. You may cast this spell as a first level spell once and you regain this feature when you roll for initiative or take a short or long rest.
Ultimate Detection
15th-level Navigator feature
Your detection skills are the best there is. You can spend a bonus action to gain true sight with a range of 60 feet. This requires concentration and lasts until you lose concentration. You can use this feature three times and you regain expended uses when you take a short or long rest.
Additionally your divination spells will be able to detect its targets even if the target is hidden from divination spells.
Previous Versions
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3/28/2021 2:53:52 AM
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3/29/2021 6:29:20 AM
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4/26/2021 11:44:12 PM
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4/27/2021 12:56:41 AM
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4/27/2021 7:11:36 AM
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