You glean insight into the mind and body of a creature learning their strengths, weaknesses, and overall competency. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
|
Knowledge |
Save Modifier |
|---|---|
| Secondhand (you have heard of the target) | +5 |
| Firsthand (you met the target) | 0 |
| Familiar (you know the target well) | -5 |
| Connection | Save Modifier |
|---|---|
| Likeness or picture | -2 |
| Possession or garment | -4 |
| Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn't affected.
On a failed save, you learn the target's Challenge Rating (and class levels if applicable) and 1 characteristic of your choice:
- All Ability Scores
- Current Health, Maximum Health, and Current Armor Class (and their sources)
- Resistances, Immunities, and Senses
- All Proficiencies (Skills, Saving Throws, Tools, Languages, etc.)
- All Abilities and Passives such as: Spells prepared and number of spell slots remaining, Magic Resistance, Legendary Resistance, and other unique monster abilities (anything listed beneath their Challenge Rating and above Actions)
- All Actions, Bonus Actions, and Reactions such as: Multiattack, Breath Weapon, any attacks, Legendary Actions, etc.
Note: You do not learn modifiers such as bonus to attack and damage, bonus to saving throws and skills, or their spell save DC. This must be extrapolated by learning their ability scores. When choosing actions you do learn their damage die.
Whether the target fails or succeeds the saving throw, you can't use this spell against it again for 24 hours. The target gets a +2 to saving throws made against this spell for each time you have cast this spell against them previously.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you learn 1 additional characteristic of your choice for each slot above 4th. If cast at 9th level the DM hands you a copy of the creature's stat block.
* - (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, a font filled with holy water, or a blinged out millennium eye)
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