You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
The spell Commune, available to Clerics at level 5, is a powerful tool for seeking guidance or information from a deity or divine force. The spell allows the caster to ask three yes or no questions, which are answered with direct clarity. To successfully cast Commune, a Cleric would need incense and a vial of holy or unholy water, making the spell somewhat costly to use on a regular basis.
Overall, Commune is a spell that can be incredibly useful in a variety of situations. Whether seeking divine guidance on a difficult choice, or attempting to uncover hidden knowledge or secrets, the spell provides a straightforward and reliable source of information. However, it's important to remember that the answer provided is limited to a simple "yes" or "no", and doesn't offer any additional nuance or context. As such, Clerics must carefully consider the questions they ask and make use of their own wisdom and intuition when interpreting the answers.
Commune is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Commune Pathfinder edition. Want to use Commune in a VTT (virtual tabletop)? Try out SendingStone for free today!
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