Image promptdruid communing with nature spirits, arms spread eyes closed, drifting pale spirit-light motes rising from soil and roots, ghostly translucent map of distant waters and hidden lairs blooming in the air, gentle silvery-green glow, brooding wilderness, quiet sacred mood, atmospheric mid shot, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition
Level 5DivinationDruidRanger

Level 5 DivinationDruid, Ranger

  • Casting Time: 1 minute or Ritual
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

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 The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.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 (GM’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.