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 The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.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.
Ritual.
SRD 5.2.1, pp.116–117 · CC BY 4.0
Try this spell in RollQuest
Cast Commune with Nature on a real battle map. Pick a caster and a target and RollQuest plays the effect for everyone at the table. Free to start.
Make a caster for Commune with Nature in our free DnD character creator
The builder walks you through class, species, ability scores and spells, then you cast Commune with Nature straight from the sheet. RollQuest rolls the dice with your spellcasting modifier, posts the total in chat for the table and keeps count of your spell slots. Try the DnD character creator, for 5e and 5.5e.