Level
5th
Casting Time
1 Hour Ritual
Range/Area
Self
Components
V, S, M *
Duration
11 Days
School
Divination
Attack/Save
None
Damage/Effect
Environment (...)

You become one with nature and gain knowledge of the surrounding territory and your quarry (a creature you're familiar with that you intend to hunt and kill within 11 days) for the next 11 days. During the ritual the spellcaster provides offerings and dances while bestial fur, scales, and feathers cover their body and their facial features become feral. You gain the following benefits:

  • Your walking speed increases by 10 feet. You may travel through the 100 mile radius of the point of the ritual site as though it were favored terrain, as long as you are seeking your prey or it is relevant to your hunt.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit versus your quarry. 

In the outdoors, the spell gives you knowledge of the land within 100 miles of you. In caves and other natural underground settings, the radius is limited to 1 mile. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.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 ten 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
  • knowledge regarding your quarry; at DM discretion

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. 

Additionally, the spell will end early if your quarry is slain or leaves the 100 mile range. The spell ends after 11 days. If the 11 day period ends and the target is not slain the spellcaster will then suffer 4th level exhaustion. Finally, once the spell ends you cannot cast it again unless you have ritualistically cleaned and then feasted upon your prey. For every completed ritual the spellcaster will gain one bestial trait permanently (such as a feather in their hair, a thumbnail becoming a talon, fangs, fur, ect...). 

* - (Blood from the Hunter, Remains of the hunted's prey, An offering to the Ancestor Spirits, A Ritual Dance)

Previous Versions

Name Date Modified Views Adds Version Actions
2/21/2023 4:17:35 AM
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Coming Soon

Spell Tags: Utility Environment Exploration Foreknowledge

Available For: Druid (Legacy) Ranger (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Warlock (Legacy) - The Archfey (Legacy)

Sunglimmer

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