Knowledge (5e Spell)
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9th-level Divination | |
Casting time: | 1 minute |
---|---|
Range: | Self |
Components: | V, S, M (rare herbs worth 250 gp which the spell consumes) |
Duration: | Instantaneous |
You allow the Weave to flow through your mind as you use it to search for the secrets of this world. The basic use of this spell is to give you knowledge on how to perfectly deal with an upcoming situation. Once within the next 8 hours, you can choose to treat one d20 roll you make as if you had rolled a 20 on the die. Alternatively, you can dig deeper into the wellspring of knowledge and permanently infuse your mind with a fraction of it, choosing from one of the options below:
- Name a spell of 9th-level or lower. You now know how to cast that spell. (DC 21 + the spell's level, minimum 5% chance you can't cast knowledge ever again if you fail)
- Name a skill or tool you are not proficient in. You become proficient in the chosen skill or tool. (DC 25)
- Name a skill or tool you have proficiency in and that is not already benefiting from a feature that doubles your proficiency bonus, such as expertise. Your proficiency bonus is doubled for all checks made with the chosen skill or tool. (DC 25).
- Name a language. You can now speak, read and write that language. (DC 25)
- You instantly learn any information of your choice pertaining to a subject you name. The subject can be an item, place, creature, population, location, etc. and you can learn such things like its game statistics/properties, history, lore, location, etc..
- You may ask the DM a single question, which the DM must answer truthfully and completely to the best of their ability.
When you choose from these expanded options, you invite danger to yourself. The wellspring of knowledge was not meant for a single mind to be able to handle, and you risk overwhelming your psyche or even destroying it entirely. You must make an Intelligence saving throw with the DC either included in the options above or determined by the table below.
Equivalent Amount of Information | DC | Psychic Damage | Score Reduction | Additional Effects |
---|---|---|---|---|
A one-word answer | None Required | — | — | — |
A sentence | 1 | 1d6 | 1 | None |
A paragraph in a book | 5 | 2d6 | 1d2 | None |
A page in a book | 10 | 3d6 | 1d4 | None |
A chapter in a book | 15 | 4d6 | 1d4+1 | You gain a random short-term madness[1]. |
An entire book | 20 | 5d6 | 2d4 | You gain a random short-term madness[1]. |
A shelf full of books | 25 | 6d6 | 3d4 | You gain a random long-term madness[1]. Furthermore, there is a 10% chance you are unable to cast this spell ever again. |
A section of a library | 30 | 7d6 | 4d4 | You gain a random long-term madness[1]. Furthermore, there is a 25% chance you are unable to cast this spell ever again. |
An entire library | 35 | 8d6 | 5d4 | You gain a random indefinite madness[1]. Furthermore, there is a 50% chance you are unable to cast this spell ever again. |
If you fail this saving throw, you immediately take psychic damage and your Intelligence, Wisdom, and Charisma scores are reduced (to a minimum of 1) according to the table above, in addition to any other effects occurring on the table at that DC. The knowledge you receive is fragmented and may not be complete or accurate. As long as you suffer this ability score reduction, you suffer the following effects:
- When you attempt to cast a spell, you must first succeed a spellcasting ability check with a DC of 11 + the spell's level. If you fail this check, the spell does not cast, and you instead take an amount of psychic damage equal to twice the spell's level.
- Whenever you make an ability check using Intelligence, Wisdom, or Charisma, you take an amount of psychic damage equal to half the number rolled on the d20.
As long as none of your ability scores have been reduced to 1 from this spell, the reduction to each of your ability scores decreases by 1d4 each time you finish a long rest.
If one of your ability scores has been reduced to 1 as a result of this spell, your mind has been destroyed. You lose the ability to cast spells, activate magic items, understand language, or communicate in any intelligible way. This can only be undone by means of the wish spell.
- References
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