Commune with Nature¶
Level 5 · Divination
- Casting time: 1 minute or Ritual
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Ranger
Spell effect¶
You commune with nature spirits and gain knowledge of the surrounding area.
In the outdoors, the spell gives you knowledge of the area 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The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts; you learn those facts as they pertain to the spell’s area: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 251¶
Open the original rulebook — PDF page 251 — source PDF is not included in this player reference.