Find the Path: A 6th Level Map
Usable By: Bard, Cleric, Druid
Spell Level: 6
School: Divination
Casting Time: 1 minute
Range: Self
Duration: Concentration, up to 1 day
Components: V, S, M (A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Review by Sam West, Twitter: @CrierKobold
For the life of me I can’t figure out why this spell exists; it suffers from 5th edition’s exploration rules being exceptionally light, yet deemed an important pillar of play. The ranger problem, if you will. This spell specifically can’t even be used by rangers, so if you’re a ranger fanatic that is in search of magic to aid your exploration in the upper tiers of play, look elsewhere. If you’re a lucky bard, druid, or cleric who finds themselves in need of a tool that could otherwise be replaced by a map, this IS the spell for you!
For a 6th level slot, you could instead be casting something like Divination and simply divine the right direction to go so long as literally anything has occurred there within a week. If nothing has, you could Speak with Animals or Speak with Plants to get clear directions towards your destination! Commune can offer you clarity in determining safe passage, and you could even seek the maligned Contact Other Plane if you’re looking for directions your demon sugar daddy would happen to know.
All of these, mind you, don’t require you expend a precious 6th level spell slot. If you don’t want to spend any resources at all, consider using the Survival skill as the blanket catch all for navigation. Find tracks, clues, and directions based on your inner connection to the world around you, all of which you can do at first level. Are you with a ranger with natural explorer and primeval awareness? If so, there are exactly zero circumstances this spell is worth your resources!
Find the Path shouldn’t exist. If you are a table that enjoys the exploration nature of adventuring and want the challenge of finding the way to the villains lair, this spell removes all abilities and skill choices made up to this point that aid in that pillar of play. If you’re playing in one of the majority of tables who largely ignore this pillar altogether, this spell has no text. It is functionally worthless. Find the Path is easily in my top five of worst spells of 5e. Don’t take it. Please. For my sanity.
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