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Commune with Nature

Divination
Level: 5th-level
Casting Time: 1 minute
Range: Self
Duration: Instantaneous
Components: V, S

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Ritual

Spell Details

School: Divination
Level: 5
Ritual: Yes
Concentration: No
Classes: Druid, Paladin, Ranger, Ritual Caster
B-Tier Excellent reconnaissance tool with limited combat application, best for exploration and strategic planning.

Player Guide

Cast this spell before entering unknown territory to map terrain, locate creatures, and identify hazards within 3 miles outdoors or 300 feet underground. Use it to plan ambushes, find escape routes, or locate valuable resources like water and shelter. The information is static and non-magical, making it reliable for tactical decisions but not useful mid-combat. Combine with scrying or divination magic for layered intelligence gathering on your adventuring route.

DM Tips

Decide in advance what 'knowledge' means—specific creature locations, general population, or only landmark features. This spell is powerful for sandbox play; consider time of day or seasonal factors affecting what information is available.