Theme: Compass

## Finding the Right Path

The Compass Theme represents Scholars who dedicate themselves to travelling and exploring the world. While in possession of their trusty Compass, they are never truly lost and are an asset to many a crew in search of new frontiers. The Compass Scholar may initially use their Compass to direct themselves to a range of useful objects, and even Characters they can see. Not only this but they may utilize their Compass to direct their Attacks with unerring accuracy. As the Compass Scholar progresses through this theme they discover new abilities in their compass which allow them to determine the best course of action with the Augury Spell, and eventually be able to magically perceive locations at long distances. Not only this but the capabilities of their Compass continue to improve the accuracy with which they direct Attacks, greatly improving the range of their Spells and eventually the Compass may cause Critical Hits to happen with much greater frequency.

The Compass theme aims to deliver the fantasy of a Scholar who is dedicated to travel, while also providing them with mechanics which allow them to turn that pursuit to their advantage in Combat. The Compass's abilities are in many respects inspired by the Alethiometer from the His Dark Materials book series written by Phillip Pullman, which is a magical device which resembles a "Golden Compass" and may be studied to learn various truths about the world. Players looking to recreate that specific fantasy will find mechanical support in this Theme, or may also use this Theme to enable a range of Characters for whom the compass is an important symbol such as the Navigation officers or exploration vessels or Scouts.

## Prerequisites

The Compass Theme is available to the Scholar Archetype only.

It is well suited for adventures featuring voyages and exploration. While the Theme was written with the presumption of adventures on the High Seas, it may be used without modification for Settings featuring Space Exploration.

## Level 3 Features

At Level 3 your Character gains the following features:

### Compass

* You have fashioned or come into possession of a magical compass.
	+ If you lose this Compass, you may create a new one or summon the previous one to you by expending a Spell Slot of any level and performing a 10 minute ritual, which you may complete as part of a Long or Short Rest.
* The Compass is an Object with an Armor Class of 10 + your Scholar Level and Hit Points equal to your Scholar Level. It is immune to Poison and Psychic Damage.
* The Compass may be easily held in one hand, and you may use it as a Spellcasting Focus for your Scholar Spells.
* While holding the Compass, you may as a Bonus Action ask it to point towards one of the following:
	+ North
	+ The nearest body of land (or planet if in outer space)
	+ The nearest body of water

### Seeker

* You learn the Locate Object Spell. Learning this Spell does not count against the total number of Scholar Spells you may know.
* While you are holding your Compass, you may Cast the Locate Object Spell as a Bonus Action by expending a Spell Slot of any Spell Level.
* Additionally, your Compass is considered to be maintaining Concentration on your behalf, allowing you to Concentrate or remain Concentrating on other Spells or Effects.
* When you Cast Locate Object, you may choose to Target a Character you can see with this Spell. For the duration of this Spell, you sense the direction to the Character's location, as long as they remain within 1,000 feet of you. If they are in motion, you know the direction of their Movement.

### Aimed Attack

* You may add one roll of your Magic Die to the Result of any Attack you make against a Character or Object which is the Target of your Locate Object Spell.

## Level 6 Features

At level 6 your Character gains the following features:

### Homing Spell

* When you Cast a Spell which requires you make a Ranged Attack Roll against a Character or Object which is the Target of your Locate Object Spell, the Range of the Attack is doubled.

### Divine Direction

* You learn the Augury Spell. Learning this Spell does not count against the total number of Scholar Spells you may know.
* While you are holding your Compass, you may as a Bonus Action Cast the Augury Spell without expending a Spell Slot or providing Material Components.
* You may Cast the Augury Spell in this way once, and regain the ability to do so again after completing a Short or Long Rest.

## Level 10 Features

At level 10 your Character gains the following features:

### Find Character

* When you Cast the Locate Object Spell, instead of describing or naming an Object you may instead describe or name a Character.
* Additionally, when using the Locate Object Spell to locate the nearest object of a particular kind, you may instead choose the nearest Character of a particular Type, such as a Human or a Fox.

### Distant Visions

* You learn the Scrying Spell. Learning this Spell does not count against the total number of Scholar Spells you may know.
* While you are holding your Compass, you may as a Bonus Action Cast the Scrying Spell without expending a Spell Slot or providing Material Components.
* You may Cast the Scrying Spell in this way once, and regain the ability to do so again after completing a Long Rest.

## Level 14 Features

At level 14 your Character gains the following features:

### Perfect Aim

* Additionally Attack Rolls you make against Characters who are the Target of your Locate Object Spell are considered Critical Hits if the Result of the Magic Die used as part of the Aimed Attack feature is a 10 or Higher.

### Perfect Compass

* While you are holding your Compass, the Locate Object Spell may be used to Target specific Characters or Objects you have seen which are further than 1000ft away provided they are on the same plane of existence as you. Additionally lead of any thickness no longer prevents you from divining where an Object or Character is located.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode