[RPG] Do parties with rangers dispense with navigation checks while in their favored terrain in Tomb of Annihilation

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In Tomb of Annihilation the prospect of getting lost/turned around in the jungle is written explicitly into the rules: "The Land of Chult" and its "Navigation" section have the party navigator making a check every day, and they may become lost if the check goes awry.

But my party has a ranger, favored terrain of forest. Whose group, due to Natural Explorer, "can't become lost except by magical means."

Nothing suggests that difficulty finding one's way in the lion's Tyrannosaurus' share of Chultan jungles is magical. It's just mundane bushwhacking-sometimes-goes-awry.

So do groups playing Tomb of Annihilation who include a (forest) ranger simply dispose of the whole "Navigation" section while in the jungle?

(We've ruled that forest==jungle for Natural Explorer's purposes. As does Jeremy Crawford. If you disagree hold your ire and imagine we were talking about coast, or swamp, or mountain; all of these are Natural Explorer candidates and might be where navigation checks would be indicated in ToA.)

Best Answer

Yes, But...

If your ranger knows the precise location of where you're going, he can chart a path to it and unfailingly follow that path. He will not get lost, because he cannot, and you may dispense entirely with the navigational checks.

If your ranger knows the general location of where you're going, he can chart a path to reach the edge of his search range unfailingly. But to find the actual place would require navigational checks, which (while they wouldn't cause the ranger to become lost) could cause the ranger to end up in a place he didn't intend to go to.
He'd still know where he is on a map though, and would as such be able to much more efficiently search a large area (because he actually knows what sections they've already checked).


As DM advice, rangers should be allowed to trivialize some of the navigational mechanics in Chult. It's literally part of the class fantasy.

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