Find the Path
Level 6 · Divination
- Concentration
Find the Path is a divination spell at level 6, sitting on the bard, cleric, and druid lists. Cast time: 1 Minute. Range Self, components V/S/M, duration up to 1 day. Material: a set of divination tools-such as cards or runes-worth 100+ GP. Marked concentration. Effect: You magically sense the most direct physical route to a location you name.
Stat Block
- Level
- 6
- School
- Divination
- Casting Time
- 1 Minute
- Range / Area
- Self
- Components
- V, S, M
- Duration
- up to 1 day
- Ritual
- No
- Concentration
- Yes
- Classes
- Bard, Cleric, Druid
- Material
- a set of divination tools-such as cards or runes-worth 100+ GP
Description
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as "a green dragon's lair"). 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. Whenever you face a choice of paths along the way there, you know which path is the most direct.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Divinations are the school of foresight. Some peek a few seconds ahead; the strongest see entire futures. What makes Find the Path Divination is the spell answers a question the caster could not otherwise reach. At level 6, a single cast of Find the Path can be the most important action of the adventuring day.
Class Fit
- Bard: At the Bard table, Find the Path matters most when the College's signature features are on cooldown or out of charges. Otherwise the class has cheaper answers. Concentration on Find the Path forces the caster to choose between this spell and the next big concentration play.
- Cleric: Channel Divinity is the Cleric's Bonus-Action competitor; pair Find the Path with Channel Divinity only if both fit the same turn. Note that Find the Path requires concentration; switching to a second concentration spell ends it.
- Druid: Circle of the Moon Druids spend most of their turns in Wild Shape — Find the Path earns its slot only if the build expects to cast in humanoid form. Find the Path's concentration requirement makes it vulnerable to a single failed save when the caster takes damage.
Related Spells
Frequently Asked Questions about Find the Path
- What level spell is Find the Path?
- Find the Path sits at level 6 in the Divination school of magic, prepared by Bard, Cleric, Druid.
- What is the range of Find the Path?
- Find the Path is self-target only — the caster is the target of the spell, not another creature.
- Is Find the Path a concentration spell?
- Find the Path runs on concentration for up to 1 day. The caster can drop it on their next turn or lose it to a failed save after taking damage.
- What components and casting time does Find the Path need?
- For Find the Path: the components are V, S, M; on top of that, Material component: a set of divination tools-such as cards or runes-worth 100+ GP; the casting time is 1 minute (not a standard Action).