What is Woe & Weal for a Augury 5e Cleric in dnd?
Woe & Weal for a Augury 5e Cleric
Augury 5e, a 2nd-level divination spell for the Cleric, is only available. The DM will ask you to describe to him “a specific course you intend to take in the next 30 minutes”. The DM, playing the role of an otherworldly entity, will then tell you if that course is good or not. It’s a spell that allows you to ask the DM for hints but not reveal any details about what lies ahead.
Augury 5e dnd cleric spell can be cast without spending a spell slot. It costs 10 minutes of your character’s time.
- 2 level divination
- Casting Time: 1 minute
- Range: Self
- Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp)
- Duration: Instantaneous
- Classes: Cleric
- Suppose you are casting gem-inlaid sticks, rolling dragon bones, setting out ornate cards. Or employing some other divining tool, you get an omen from a mysterious entity about the results of a particular course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:
- Weal, for good outcomes.
- Woe for bad outcomes.
- Weal and woe, for both good and bad results.
- Nothing, for results that aren’t especially good or bad
Augury 5e cleric is a domain spell that the Knowledge domain clerics get, so they have it ready. This spell should be cast by Knowledge clerics every evening before you take a long rest.
Augury is a D&D tradition that allows players to survive dangerous adventures. Augury allows you to “ask for the bones” (i.e., ask the bones) when faced with two doors that lead to sudden death or treasure. Forcing Augury allows you to ask the DM for a hint about which door will lead to “wealth” or “woe.”
This spell can be used to determine if an NPC is trying to trap you or if “looking to the Tablets of Fate” in the city of Arabel is a good idea.
The DM cannot predict what will happen in the future. Random chance and player choices can affect whether a specific course of action leads to Weal or Woe. You might be able to see a positive sign about your journey to Cormyr, but you may still end up dying.
There is a 25% chance of getting a random response if you cast the spell more than once during long rests. The fifth time you cast the spell, the reading will be 100% random. Sometimes, unreliable information can be worse than none at all.
You will also need material components that have a gold value. Therefore, you will need to spend 25 Gp on a set bone, stick, card, or other divination tools “specially marked” to use this spell. You’ll lose the ability to cast this spell if you lose the materials components.
Comparable to other spells
- Augury’s stronger sibling, Divination, is called Divination. This 4th-level spell is identical to Augury except that you can ask general questions about a course or event, not just a course. The spell also consumes its materials components, so you get a “short sentence, a cryptic rhyme or an omen” as well. Druids have access to this spell, but not Augury.
- Commune, which is at the 5th power level, is a higher level. It is similar to Divination, except that you can ask up to three yes/no questions.
- Contact Another Plane is another 5th level divination spell. It allows you to ask five questions but has the possibility of taking psychic damage or going insane. This spell is available to Clerics as well as Warlocks.
- The 6th level spell Find the Path allows you to ask the DM for hints. In this case, you can ask the DM, “which way to the treasure?”.
What exactly does Augury 5e do in d&d?
Augury is another type of spell. There’s a lot of room for GM interpretations, preferences, and style. That’s right.
This spell has a purpose. While most spells are manifestations of the player’s will, it is intended to do something fundamentally new. Augury allows the GM to have a conversation with the player character. The player, not the GM.
Let me be clear: Augury 5e and other divinations serve a different purpose than other spells. When you understand this, everything falls into place.
It’s okay for a GM at some tables to tell players, “hey guys! If you take on the dragon, you’re probably all going to die!” It can be justified in fiction if necessary. “Your characters don’t know the number of dried bones of previous adventurers. They know stories about Smaug since childhood. They’ve walked through miles of desolate desert to get there.” Or you can wave it away.
That would be unacceptable at other tables. It would ruin immersion, destroy roleplay and lower the quality of the game. Crossing the boundary between in-world and at-table knowledge/conversation/interaction is forbidden.
Augury crosses this boundary in a way that is supported by fiction. Augury allows the character (specify a course of action very soon) to speak, and the GM can respond: “That should go well,” “uh…I wouldn’t do it,” “kinda mixed,” or “meh.”
What about the timing, subject, and adjudicator?
My best advice is not to spend more than 30 seconds reading an augury. Listen to the question/proposition, lean back, think for five seconds, and answer. Your players and PCs can pay (or wait) for better answers.
How useful is 5e Augury cleric dnd spell?
It is highly dependent on the DM. It is very dependent on the DM.
Some DMs view it as intended. They see the peek behind your deity’s curtain. A DM may appreciate you using it to guide your party, even though it is a course of good/bad sense. It can be indispensable if a DM has interesting adventures with certain things you should do. (e.g., attack the goblin horde, even though they aren’t difficult for you. But you have more nearby, or that run entrance is there to protect you from the lich behind it that you aren’t atenolol-ready to tackle yet).
It all depends on the DM. It is important to discuss it before you even attempt to prepare it.
Augury allows you to see into the future through a small window behind the DM screen. If you have to make difficult decisions, it is worth being prepared.
If they have not cast this spell that day, Knowledge domain Clerics should think about casting it every day.
They can manifest omniscience or prophecy, which is a god-like power. It is a second-level spell, one of the most reliable and useful divination abilities available. It allows Clerics to quickly perform fortune-telling by rolling dice, throwing sticks in the air, or flipping a deck of cards.
It isn’t perfect. Both the questions that can be asked and the answers that can be received are very limited. The results can only indicate how the specific action you take within the next half hour. They don’t provide any information about whether it’s a good or bad choice.
Multiple castings can reduce the reliability of the spell. However, the DM must ensure that the results are accurate the first time someone uses the spell. That can make the spell extremely powerful if you pay attention to the question.
Suppose you are unsure if a stolen gem has been taken to Neverwinter. It is possible to get a fairly good idea by asking if this is a good place for you to look.
That can be a difficult thing for the DM in some situations, especially improv-heavy ones. They may not have decided how the Silver Spears will act or where the jewel is to be taken yet, and there’s still a lot of room for error.
One problem with RPGs that include glimpses into the future is that players can be as clever as dangerous. If their benevolent God tells players that going through the dungeon would be a good idea, getting killed in unrelated circumstances can create real problems.
The spell’s phrasing clarifies that the omen can only be used as a guideline and that party choice could lead to mis-forecasting. That can be interpreted as the party’s foreknowledge getting in their way. The DM has an unbreakable ‘get out jail free card.
There are very few options for real fortune-telling in D&D 5E. Augury cleric, however, is one of the best. Augury 5e can also be used as a ritual to give the Cleric the chance to bend God’s ear once a day or up to five times if they aren’t afraid of misinterpreting the signs.