Base Class: Ranger
To be a path finder is to find the way of least resistance; to be swift, steadfast and direct in your goals. Wherever you magic derives from, it serves as the conduit for your ambitions and unceasing advancement. Those who follow the road you pave are granted the boons of progress, and those who would stand in your way soon learn their mistakes.
Path Finder Magic
3rd-level Path Finder feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Path Finder Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
You also learn the mold earth cantrip.
Path Finder Spells
| Ranger Level | Spell |
|---|---|
| 3rd | feather fall, mold earth |
| 5th | pass without trace |
| 9th | speak with plants |
| 13th | arcane eye |
| 17th | passwall |
Gift of the Guide
3rd-level Path Finder feature
Gain proficiency in survival. If you already have this proficiency, gain another Ranger skill proficiency of your choice.
After preparing for 1 minute, choose any number of allies you can see within 30 ft. For the next four hours, you and all allies chosen may roll a d4 and add the number rolled to all ability checks or saving throws made when interacting with terrain or weather, magical or otherwise. If a creature under the effects of Gift of the Guide makes an attack roll or forces another creature to make a saving throw, the effect immediately ends for yourself and all allies currently benefiting.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Clear the Way
3rd-level Path Finder feature
Starting at 3rd level, you can use your abilities to eliminate those who would impede your progress. As a bonus action, you may encase a 15ft sphere of space in divinatory magic, the center point of which must be on a surface you can see within 60ft of you. This space does not move with the surface from which it was created, and creatures with an Intelligence score of 8 or higher can see this magic.
Your attacks against creatures in the area ignore 1/2 and 3/4 cover and targets in the area take an extra 1d4 damage from your weapon the first time you hit them with a weapon attack each round. This damage increases to 1d6 at level 7 and 1d8 at level 15. You may not mark an area with Clear the Way if one is currently marked.
If you start your turn in the area designated, you may immediately move the area to another point you can see within 60ft of your current position (no action required). You may dismiss the area as a bonus action.
Pass and Instigate
7th-level Path Finder feature
The path you take becomes unimpeded. You may now move through any creature's space as though it were normal terrain, but you may not occupy the same space as another creature at the end of your movement. When you do so, you may choose one of the following:
- The creature gains 10ft of movement until the end of their next turn
- The creature must make an intelligence saving throw against your spell save DC. On failure, the creature has disadvantage on the next attack made against you before the end of it's next turn. Large or larger creatures have advantage on the saving throw against this effect.
As detailed in the table below, you may only choose these options a number a times based on your level per Long Rest. A creature may only be affected by Pass and Instigate once per round.
Additionally, you gain 10ft of movement.
| Character LEVEL | Pass and Instigate Uses |
|---|---|
| 7th-10th | 10 |
| 11th-14th | 15 |
| 15th-17th | 20 |
| 18th-19th | 25 |
| 20th | 30 |
Inevitable
11th-level Path Finder feature
At 11th level, your destination is guaranteed.
When a creature takes the bonus damage from your Clear the Way feature, they must make a Wisdom saving throw against your spell save DC or be frightened of you for the next minute or until they start their turn outside of the area marked by Clear the Way. A creature frightened by Inevitable may reattempt the saving throw at the end of each of their turns. Once a creature succeeds on the saving throw, they are immune to the effect for 1 hour.
If the creature is a Favored Enemy, they have disadvantage on the first saving throw made against this effect. If using the optional Favored Foe feature, the creature marked as your foe has disadvantage on all saving throws made against Inevitable.
Trailblazer
15th-level Path Finder feature
At 15th level, you gain the powers to forge your own way. You may cast Find the Path once per long rest.
Blazing Binds - Whenever a creature you can see within 100ft of you misses an attack roll, you may use your reaction to force that creature to make a dexterity saving throw against your spell save DC. On failure, magic binds entrap the creature and it is restrained and may not make attacks of opportunity until the end of your next turn.
Previous Versions
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8/24/2021 7:53:49 AM
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