Level
5th
Casting Time
1 Minute
Ritual
Range/Area
Self
Components
V, S
Duration
Instantaneous
School
Divination
Attack/Save
None
Damage/Effect
Environment (...)
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 The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.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.
Having this spell always prepared and the ability to cast it once/long rest would have made a better Ranger Level 20 capstone than having HM become a d10.
Really wish "Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead" was different.
You're telling me you can commune with Nature itself but can't detect Beasts and Humanoids (both are natural creatures) or Monsters and Constructs (both are enemies of nature). That's ridiculous. Also the Challenge Rating requirement is too restrictive at 10+ when there's some very dangerous creatures at CR 8 and CR 9, even for a Level 9 or 10 party.
Other than that the spell is great.
Not a great Level 10 feature for Wild Heart Barbarian, but still nice to have.