In D&D 5E, how does “Pass Without Trace” work?
This is one of the most frequently asked questions among D&D 5E newcomers.
In today’s piece, I’ll explain how it works in plain English.
So, if you’ve been looking for a full explanation of how Pass without trace 5e works on the internet, you’ve come to the right place.
This post will be short and to-the-point so that you don’t get lost in the process of learning how ‘pass without trace 5e’ works.
5e Pass without a trace
So I got an idea for a new spell…
I figured I’d run it by the hive mind to see what they thought.
Is this something you’d utilise as a player or a DM…? Is it essential…?
- The spell has been updated.
- More clarity and new wording.
- Homebrew Spells for D&D 5e
- The Way of Deception
Level of Spell: 4
- Time to Cast: 1 Action/Ritual Cast
- Concentration time: up to 1 hour
- 30′ radius (creatures targeted), unknown range (Tracks)
- Abjuration / Transmutation are two types of schools.
Dry Leaf, Broken Twig, Bit of Mud, and a Magnifying Glass crafted of crystal and Electrum (100gp value – not spent by casting) are components.
Ranger, Druid, and Nature Domain Cleric are the classes available.
This spell moves the party’s tracks or signals of movement (e.g., footprints, flattened grass, sounds, etc…) and sends them to a different spot to confuse trackers.
The Caster merely directs the bogus tracks in a specific direction.
The Caster can target as many creatures as their Casting Ability Score allows, and the traces are effective on all of them.
The tracks are indistinguishable from accurate tracks and appear entirely authentic for anyone following them, regardless of terrain differences; these are not illusionary tracks and will remain in place indefinitely (natural permanence) even after the spell has ended…
Tracks fade gradually with time, sounds do not repeat and are unique, yet they may be touched, smelled, tasted, heard, and so on…
Save Intelligence vs. Casters DC: A successful save will reveal that something about this trail is incorrect but not the location of the proper path.
The False Trail will continue for as long as the party physically moves throughout the spell’s duration.
Two levels of upcasting are possible.
For each level above the original, the Caster might choose one of the following effects:
For each level above the fourth, add five additional DC.
+5 creatures with the ability to be targeted
Add the effects of Pass Without a Trace, a 2nd Level Spell. Increase the timer by 6 hours.