Commune 5e - D&D 5th Edition Spell Book

Commune 5e
Commune 5e Image

Commune 5e Spell Effects

5th-level divination (ritual)


Casting Time: 1 minute

Range: Self

Components: V, S, M (incense and a vial of holy or unholy water)

Duration: 1 minute


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.


All information about Commune 5e comes from the DnD Player's Handbook.

Commune 5e DnD Spell

Classes That Can Cast Commune 5e

I'm often by surprised which classes are able to cast certain spells, and commune 5e fits into that category. Of course, clerics can cast commune 5e. However, within the player's handbook, no other classes may cast commune. I would assume that classes such as paladin and warlock would also enable characters to cast commune, but that is not the case!


Commune Usefulness

Automatically, any ritual spell in D&D provides additional value simply because:

  1. You do not have to prepare ritual spells.
  2. Ritual spells do not use up spell slots so long as you spend 10-additional minutes casting the spell.


So, any cleric can use commune 5e once per day for simply the time it takes to cast the spell. Though the spell typically only provides yes, no, or "unclear" as an answer, there is basically no downside or "cost" to using its effects. Really, commune provides a great way for clerics to roleplay at least semi-meaningful and useful interactions with their chosen deity.


Since the spell wears down in usefulness the more it's used each day, players can probably only cast it a few times each day before taking a long rest.


At the end of the day, the value provided from commune comes down to your dungeon master. Sometimes, a yes/ no question can be extremely valuable in life, whereas other times, it may be borderline worthless. If your dungeon master is feeling very generous, they may provide you with extremely good value from your commune spell. However, if you word your questions poorly, or your dungeon master isn't really into your divination attempts, then the spell may fall pretty flat.



Combine Commune 5e with the Following Spells

Commune 5e can be combined effectively with other spells and effects entirely based on what you learn from the spell. Or rather, it's based entirely upon what you "feel" you've learned from the spell.


For example, if you ask your deity if you're going to be attacked at night and the answer is "yes," then casting alarm 5e prior to bedtime would be a prudent idea. Similarly, if you find out that you're going to battle a devastating dragon the next day, then you should prepare a spell like aid 5e with that exact encounter in mind. Or, if you find out that the person you're tracking is riding an owlbear, then perhaps you should prepare animal friendship 5e.


Along the same line, if you ask if an enemy you're after is weak to fire damage, then prepare burning hands 5e. You could also ask if a villain you're facing is from another plane of existence, in which case preparing banishment 5e could be extremely valuable.


Really, you can see how just about any spell could be used following your interactions with a deity, via commune. Literally, the spell's entire realm of usefulness comes down to your question quality and your dungeon master's willingness to work with you.


So, be sure to bring them cookies for any gaming session in which you plan to cast commune 5e quite a bit.


Commune 5e Counters

Since commune 5e isn't a combat encounter-type spell, there really aren't many "counters" against it. If you have a very high-level, very powerful enemy who you're trying to learn about via your commune spell, perhaps there are ways that they could tamper with the information you're gathering. But really, commune 5e is what it is, and you get what you get.


Commune-Type Spells in Eternity TTRPG

When it comes to Eternity TTRPG, every spell in the game has both a combat-encounter use and a roleplaying use. It's not like in D&D how some spells, like commune 5e, are clearly meant for roleplaying, while others, like chill touch 5e are clearly meant for combat.


That being said, in Eternity TTRPG, every combat-based spell effect is very clearly laid out, whereas the only restrictions on a roleplaying use are that the effect closely matches the spell's name, its intended effect in battle, and doesn't exceed the overall "power" or purpose of the in-combat effect. Otherwise, players are free to determine how they want the spell to be used, outside of combat.


Below, I've provided a spell example for how the commune 5e effect could roughly be achieved in Eternity TTRPG.

Sage Class Icon

Sage - Core Class Spell

Blessed Light (Magic): 4Range, the target heals +1HP. This Spell allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit). Roll d20 to determine the amount of Fatigue.

  • Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units).
  • You can still cast this Spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 15- 20, you also remove that effect from yourself.
  • +2HP. This Critical allows the target to heal 2HP above their normal max HP. This effect also Fatigues the target, giving -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit). 


Players could interpret "Blessed Light" to be a kind of divine knowledge or provision of insight. It also wouldn't be beyond the spell's combat "power" to say that Blessed Light could be used allow a player to interact with their deity, for the purpose of helping them gain knowledge on whatever question(s) they ask. Since the purpose of divination spells in D&D is usually to avoid harm and gain advantage with knowledge gained, the net effect is something like healing or avoiding damage (which Blessed Light naturally provides).


With any group, the ultimate decision of whether or not to allow a specific roleplay effect from a spell comes down to the game master. But in my opinion, having a commune 5e-type effect from Blessed Light could be completely acceptable, depending on what the player wanted to learn from their deity.


Curious to learn more? Check out the Eternity TTRPG Core Game!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


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D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
Illustration for Critical Role Campaign 4, with a blindfolded green humanoid, castle landscape, and logo.
By Jacob Tegtman September 30, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Tv9HBlNaSMY Transcription Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.  Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons & Dragons. First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters. The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war. This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers. This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying. If you want to check it out, Campaign 4 launches October 2nd at 7 PM PT , streaming on Twitch, YouTube, and Critical Role’s Beacon service. Like I mentioned in my last video on Critical Role, they’ll be using the 2024 D&D 5e rules , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins. And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required. So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling. And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&D universe. Until next time—may your rolls be high, and your executions be… postponed.
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