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Pass Without Trace 5e Guide: How Does it Work?

Your party is looking out from the bushes, and you can see a fortress with thugs blocking the gate. The village offered you a large amount of money if they could get rid of this group of thieves. They decide to eliminate their leader.

Their leader is however deep within the fortress. The fortress is also well-guarded with swarms bandits, thieves, etc. You will not have the energy to defeat their leader if you struggle against their bulky and sneaky guards. This is why sneaking into the chambers of the leader would be a good strategy. How do you do that?

D&D, as the name suggests, is a game that encourages creativity and allows you to think outside of the box. There are many ways to achieve this. The Pass with no Trace spell is an D&D spell that can be used to infiltrate without being detected. You and your entire party can infiltrate enemy ranks even without a high Stealth score.

This spell works in two ways. How can you use this handy spell? Continue reading our Pass Without Trace 5e Guide to determine if this spell should be added to your spell list.

What is Pass Without Trace?

Pass without Trace can be found on page 265 in the Player’s Handbook. To cast this 2nd-level spell you will need a level two or higher spell slot. Casting it with a level 3 or higher spell slot does not provide any extra benefits. Abjuration spells offer protection and safety from harm by using magic. Some of the most well-known abjuration spells are Mage Armor and Blade Ward.

This spell is self-range and takes 1 action to cast. It can only be used to target yourself, but it grants the ability for its caster to protect other creatures (more details will follow). This spell can only be cast as an action. However, you can prepare it to use after your turn.

It must meet the requirements for vocal, material, and somatic components. If the caster doesn’t have an arcane focused, the materials required for this spell would be ashes of a burnt leaf of mistletoe or a sprig. Pass without Trace, a concentration spell, can extend the spell’s duration to up to an hour. These spells are briefly listed below.

  • Pass with no Trace
  • 2nd-level abjuration
  • Casting Time: 1 Action
  • Range
  • Components: V (ashes from a burnt leaf of mistletoe) and S, M (ashes of a sprig or spruce).
  • Concentration can last up to an hour

Pass Without Trace Concentration

Concentration spells require the caster’s attention to ensure that the spell’s effects last the duration. The spell ends automatically if the caster loses their concentration. You can end your concentration at any moment without the need to take an action. These are just a few of the many methods to lose your concentration.

  • You cannot focus on more than one spell at once, so casting another spell that requires concentration could end the current one.
  • If you take damage while concentrating on a spell, it may cause you to lose your concentration and end the spell immediately. To determine if your concentration is affected by taking damage, you need to make a Constitution saving throw. You must make a Constitution saving throw to maintain your concentration. The DC is either 10 or half of the damage that you took. You must make separate saving throws for each source of damage, such as multiple bullets hitting you.
  • Instantly lose your concentration if you become incapacitated, or even killed.
  • Your environment can affect your concentration. For example, crashing waves on a ship could disrupt your concentration. Your DM can decide if this happens. To maintain your concentration, you must make a Constitution saving throw against 10 DCs.

How to use Pass without Trace

These are the requirements to be able to cast Pass with no Trace.

  • This spell must be in your spell book. This can be done in many ways: a class’ spellcasting function, a race feature or a background feature.
  • Pass without Trace can be used to cast level two spells. To cast this spell, you will need a level two or higher spell slot. Casting it with a spell slots higher than level 2 does not grant or confer any additional benefits.
  • The spell requires that you can speak in an audible voice. This means that you must be able to speak freely in an audible voice to cast the spell.
  • Because the spell uses the somatic component, you must be able move your hands freely. This means that you must be able to move your hands freely to cast the spell.
  • This spell requires you to have the necessary materials. Casting Pass without Trace requires ashes from a burnt leaf of mistletoe, and a sprig or spruce for it to work. The material is not required if the caster has an archaic focus.
  • Pass without Trace requires you to be able focus on the spell.
  • You must use this action if you are engaged in combat.

Once you meet these requirements, you can cast Pass Without Trace. Once you have met these requirements, you can cast Pass without Trace.

  1. You can choose as many creatures as you like within 30 feet of you for the duration of the spell. This is the amount of time the caster can focus on the spell and can go up to an hour. These creatures and you will both benefit from the spell’s effects (which are explained in the next section).

What is the best way to pass without any trace work?

Pass without Trace creates a veil of silence and shadows around you that shields your presence from others when you cast it. The duration of the spell (depending on how much time you are able to concentrate on it, it can last up to an hour) grants you and your companions a huge +10 bonus on their Stealth checks.

This spell is great for sneaking into fortresses and you and your friends need to make Stealth checks. This spell can’t be traced by magic. It is also impossible for anyone to leave any trace or tracks of the spell’s passage.

Who can cast a pass without repercussion?

Classes

Pass without Trace, a very useful spell, is only available to two classes: the Druid or the Ranger. If you are planning on infiltration and stealth missions, having one of these might be a good idea. Below are the names of these two classes, as well as their sources.

Classes that cast Pass without Trace Source
Druid Page 64 of the Player’s Handbook
Ranger Page 89 of the Player’s Handbook

Pass without Trace is a part of the druid spell book. They also gain their spellcasting skills at level 1. Rangers begin to gain their spellcasting skills at level 2. Because Pass without Trace requires at least a level 2 spell slot, druids are able to cast it much sooner than rangers. They gain level 2 spell slots at level 3 while rangers get theirs at level 5.

Druids also prepare a list to use the spells they choose. This list can be modified after each long rest. They must also spend at least one minute per level of each spell on the new list, and they must pray and meditate while doing so. They select from their spellbook a maximum of two spells, with a minimum of one, equal to their Wisdom modifier + their Druid level.

A level 3 druid can prepare five spells from their list of spells if they have a Wisdom modifier +2. This means that 2 (their Wisdom modifier + 3 (their level) equals 5. One spell cannot be cast more than once. Therefore, even if a druid is level 3, they can prepare 5 spells from their list of spells. Their Intelligence modifier (their Wisdom modifier) + 3 (their druid levels) equals 5.

Rangers have a predetermined number spells that they can use depending on their level. This information is found in the Player’s Handbook page 89. A ranger can replace an existing spell by another whenever they level up.

Subclasses

Three is still a small number, even though the number subclasses that have access to Pass without Trace almost doubles the number of classes. Below is a list of these subclasses, as well as their source.

Subclasses capable of casting Scorching Ray Originating class Subclass Source Class Source
Circle of the Land, Grassland Druid Page 68 of the Player’s Handbook Page 64 of the Player’s Handbook
Shadow Monk Page 80 of the Player’s Handbook Page 76 of the Player’s Handbook
Trickery Domain Cleric Page 62 of the Player’s Handbook Page 56 of the Player’s Handbook

If they choose the Grassland, Druids in the Circle of the Land can access the Pass without Trace spell as a part of their Circle spells. Monks who follow the Way of Shadow gain access to this spell via their Shadow Arts subclass feature. Finaly, Trickery Domain clerics gain access to this spell at level 3.

Races

Some races have the Pass without Trace magic in their DNA. This spell is embedded in their DNA, which allows them to cast it as a natural ability. Below is a list of these races, as well as their sources. Remember that only Adventurer’s League is allowed to use races from Eberron Rising from the Last War if the campaign is set in Eberron. Don’t worry about AL stuff if you don’t care and just have fun creating your character.

Races capable of casting Pass Without Trace Racial feature that allows the ability Source
Elf (Mark of Shadow). Spells of the Mark require the Spellcasting and Pact Magic class features to be used Eberron: Rising From the Last War, page 49
Genasi (Earth) Combine with Stone Elemental Evil Player’s Companion page 9
Human (Mark of Passage). Spells of the Mark require the Spellcasting and Pact Magic class features to be used Eberron: Rising From the Last War, page 46

Backgrounds

Only one background is available that allows a character to access the Pass without Trace magick. That background is the Dimir Operative. This background is found on page 46 of the Guildmaster’s Guide To Ravnica. It is legal only for Adventurer’s League campaigns set in Ravnica. If you don’t care about Adventurer’s League then ignore this warning.

As part of their Dimir Guild spells, the Dimir Operative background has access to Pass without Trace. To cast this spell, you will need to already have spellcasting or other pact magic class features. This spell can be added to your spell list once you have it.

Items

Two magical items of varying rarities can cast Pass without Trace. These items are listed below, along with their source. The column starting with an “A” header indicates whether the item requires attunement (spoiler alert, all these items require attunement).

Item Title Rarity A. Source
The Key of the Infiltrator Legendary Yes Page 272 of Explorer’s Guide to Wildermount
The Woodlands Staff Rare Yes Dungeon Master’s Guide, page 204

Infiltrator’s Key is the first item on the list. The Staff of the Woodlands is the second. It is a rare simple melee weapons. Each item can have many other effects. This section will focus on the Pass without Trace spell.

The Infiltrator’s Key can be used to cast the spell while you hold the item. You must have the item awakened. Alter Self, Invisibility and Knock spells are also possible. This feature is only available once a spell has been cast.

The Staff of the Woodlands can be used to cast the Pass without Trace spell. This action does not require any charges. This is extremely useful because you can cast it whenever you wish. Both of these items require that you focus on the spell.

Is Pass Without Trace Good or Bad?

It is very useful at early levels because it gives everyone affected by the spell a +10 bonus to stealth checks. This spell is very useful when sneaking in on or passing through enemy ranks. This is especially useful for creatures with low Stealth checks. You and your party want to sneak into a fortress. However, you have a clumsy barrarian along with you with a +2 Stealth modifier.

This spell adds 10 to their Stealth checks. They would then have a minimum of a 9 on the Stealth check rolls. The average 1d20 score is between 10 and 11, so the barbarian would average 18 to 19. This is a very high Stealth check, especially for someone with a -2 Stealth modifier.

Pass without Trace has another advantage: it can be used to affect any number or creatures you choose, as long as they are less than 30 feet from you. You don’t have to bring your entire party along on your infiltration mission. Bring another party. A combat distance of 30 feet would equal 6 squares. This is because the standard size for each tile on a battlemap is 5 feet.

Pass without Trace doesn’t make you invisible. Pass without Trace does not grant a person an increase in their Stealth checks. To hide from someone you need to first hide, then roll for a Stealth card second. If you’re in an empty space with no place to hide, and this spell is activated, then your enemies will be able to see you instantly.

FAQs

Question: At what level is Pass Without Trace?

Answer: Pass Without Trace is a 2nd level abjuration spell. It requires at least a level two spell slot in order to cast.

Question: Is Passing Without Trace Making You Invisible?

Answer: It doesn’t. This only grants you a bonus on your Stealth checks. You must first find a hiding place before you can roll for Stealth checks. You can’t stealthy if there aren’t any hiding spots, even if this spell is activated.

Question: What is Pass Without Trace?

Answer: It is. The spell’s description states that it grants the caster “veil of silence and shadows” radiating from them. The spell is only available to creatures within 30 feet of the caster. It could also be considered an aura.

Question: Can I Pass without Trace Stack?

Answer: No. Answer: No. If two rangers cast Pass with Trace simultaneously and a creature is within their reach, the creature will still be able to benefit from a +10 bonus on their Stealth checks.

Question: What is the Pass Without Trace End?

Answer: Because it is a concentration spell the caster can just end their concentration on that spell to instantly end its effects. You can force it to stop by damaging the caste, which could cause them to lose their concentration.

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