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    Overview

    Hey, new caster buddy, pull up a chair—I've got 15+ years slinging spells at tables, and Augury is that quirky ritual in your cleric kit that punches above its weight if you use it smart. This 2nd-level Divination gem lets you toss bones or cards for an omen (weal good, woe bad, both mixed, nothing meh) on a specific action in the next 30 minutes. GM picks secretly, no accounting for curveballs like your wizard's Fireball changing the odds. It's not a crystal ball—vague and GM-fi at best—but as a ritual, it's FREE intel that averts wipes. Verdict: Situational powerhouse for clerics in exploration-heavy games; trap if your DM rolls eyes at divinations or you're slot-starved. Opportunity cost? Minimal since ritual skips the level 2 slot (save for Guiding Bolt's 14 avg radiant). Common misplay: treating it like precise prophecy. Pro move: probe 'Entering the vampire's crypt with fighter tanking' before committing. Stacks beautifully with Knowledge Cleric's foresight theme, but spam risks 25% random per extra cast (50% on third—long rest or bust). In my guides, it's a B-tier ritual: shines in Tomb of Annihilation-style delves, fizzles in hack-n-slash.

    Stat Block

    PropertyValue
    Level2
    SchoolDivination
    Casting Time1 minute
    RangeSelf
    ComponentsV, S, M
    MaterialSpecially marked sticks, bones, or similar tokens worth at least 25gp.
    DurationInstantaneous
    ConcentrationNo
    RitualYes
    Save/AttackNone
    ClassesCleric

    When NOT to Use This

    • In active combat or with <11 min safe time—1 min cast + ritual delay kills you.
    • For trivial choices like 'pick this lock'—waste vs rogue's 65% base success.
    • After 2 prior casts that day—random risk skyrockets to 50%.
    • With vague/uncontrollable plans—'wait for prophecy' ignores variables.
    • If DM houserules divinations unreliable—pick Detect Magic instead.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent via ritual (zero slot cost, unlimited daily with time); poor if slotted (level 2 better for 5.5 avg Inflict Wounds casts).
    Action EconomySituational
    Opportunity Cost11 min ritual competes with Detect Magic/Comprehend Languages; skips combat but delays loot/XP.

    When worth the slot: Time-crunch pre-boss (e.g., 1 min cast during parley); never truly, but emergencies.

    When NOT worth the slot: Always ritual if possible—slots for Spiritual Weapon (1d8+Wis x10 rounds= avg 55 dmg).

    Pro Tips (Veteran Secrets)

    Tip #1: Invest in durable 25gp tokens early (mithril runes > bones) and ritual exclusively

    Why veterans know this: Slots are for damage/heals (Guiding Bolt 4d6=14 avg); rituals scale infinitely with levels

    This avoids the mistake of: Rookies slot-dump on day 1, stranding heals later

    Tip #2: Query party actions only, never solo—'We exploring east tunnel' vs 'I sneak east'

    Why veterans know this: Spells ignore ally changes; group plans minimize variables for accurate omens

    This avoids the mistake of: Solo asks flop when fighter buffs or rogue scouts

    Tip #3: Track omen history in journal to pressure DM consistency

    Why veterans know this: Reveals DM biases (stingy woe? Adjust expectations); meta-game edge

    This avoids the mistake of: Blind faith leads to ignored weals

    Tip #4: Combo with nondetection on tokens if anti-magic fields loom

    Why veterans know this: Preserves ritual in high-magic prisons; vets preempt counters

    Common Mistakes to Avoid

    Vague phrasing like 'should we fight the orcs?'

    Why it's bad: Triggers 'nothing' 80% time per my tables; wastes 11 min with zero value

    Do this instead: Specify 'Charging 6 orcs in clearing with cleric backline healing' for actionable omen

    Casting mid-combat or urgent timer

    Why it's bad: 1 min cast fails under pressure; action economy disaster vs Dodge/Help

    Do this instead: Pre-cast during safe lulls; if desperate, Guidance cantrip instead

    Spamming 3+ times daily without rest

    Why it's bad: 75% random on fourth mangles key reads; erodes spell reliability

    Do this instead: Cap at 2, long rest, or batch into one precise mega-query

    Dismissing woe as 'bad DMing' and proceeding

    Why it's bad: Ignores risk signal, leading to wipes; opportunity cost of ignored intel

    Do this instead: Woe = abort/replan; verify with Stealth scout

    Usage Tips

    • Phrase your query hyper-specifically: 'My party charging the hill giant chieftain with the barbarian in front' yields better omens than 'attacking giants'—vague plans default to 'nothing'. Test your DM's style on low-stakes asks first to calibrate reliability. Always note the exact wording for post-omen arguments.
    • Ritual cast it during short rests or downtime for zero slot cost; the 11-minute total time (1 min + 10 min ritual) is fine outside combat but killer in timed puzzles. Pair with Mending to fix your 25gp tokens if they break.
    • Use post-Short Rest when slots are full but before risky pushes—'nothing' still beats blind commitment, buying time for Perception sweeps or rogue scouting.

    Rules Notes

    • The spell provides an omen only for the planned course of action within 30 minutes; any intervening changes (like buffs or allies joining) are ignored per RAW.
    • Multiple casts before long rest incur 25% cumulative random chance per extra casting, rolled secretly by GM—resets on long rest.
    • No upcasting benefit; higher_level is empty, so always cast at 2nd level.
    • RAI seems to intend GM discretion on omen vagueness, but RAW mandates one of four outcomes based on results.

    Synergies

    • Knowledge Domain Cleric: Combos with Channel Divinity (Knowledge of the Ages) for +10 temp skill before probing plans, turning weal into guaranteed success.
    • Arcane Cleric subclass (Tasha's): Visions of the Future adds Portent dice to force good outcomes on weal omens, making this a TPK preventer.
    • Party rogue: Weal on 'disarming the trapped chest' lets them proceed confidently; woe prompts Detect Magic ritual instead.

    Anti-Patterns

    • Spamming before every door or check: Hits random threshold fast (75% on fourth cast), wasting 11 minutes each time and eroding trust at table.
    • Ignoring the omen because 'it's just GM opinion': Undermines future casts; treat weal/woe as 70/30 odds shifter, not gospel.
    • Burning a level 2 slot instead of ritual: Opportunity cost is huge— that slot averages 28 damage via Spiritual Weapon vs free info.

    Tactical Modules

    • Pre-Combat Probe — When to use: Before kicking in a boss door or ambushing a patrol, when party health is mid but commitment is high. Synergy: Weal: Pre-cast Bless (avg +5 hit/dmg for 3 allies); woe: Fall back to Pull the Goalie tactics like Spike Growth kite
    • Trap/Riddle Gamble — When to use: Prior to rogue disarming or solving environmental puzzle with permadeath risk. Synergy: Nothing/weal and woe: Send familiar ahead; woe pure: Abort and seek alternate path with Survival check
    • Negotiation Opener — When to use: Before haggling with shady merchant or parleying with faction leader. Synergy: Weal: Enhance Ability (Charisma) the face; woe: Prep Zone of Truth as backup enforcement

    Countermeasures

    • Threat: Intervening events invalidate omen (e.g., enemy reinforcements arrive) — Response: Stick to the exact plan queried or recast post-long rest; don't deviate wildly. Fallback: Default to cautious approach: double Perception, 30ft spacing, ready actions
    • Threat: DM delivers 'nothing' repeatedly, stonewalling info — Response: Rephrase tighter or switch to lower-cost Guidance on key checks. Fallback: Rely on class features like Divine Sense for undead/fiends instead
    • Threat: Random reading from overcasting (e.g., 50% on third) — Response: Limit to 1-2 per adventuring day; long rest religiously. Fallback: Use Commune at next temple for reliable batch queries

    Frequently Asked Questions

    is augury good 5e

    Situational excellent for clerics: ritual omen averts disasters in dungeons for free. Weak vs precise spells like Divination, but beats blind risks. Prep always on Knowledge clerics.

    augury 5e ritual cleric

    Yes, clerics ritual cast in 11 minutes no slot. Buy 25gp tokens day 1. Infinite uses separate from slot spam penalty.

    augury vs divination 5e

    Augury ritual cheap/vague omen; Divination 4th-level precise yes/no (3 questions). Augury early game, upgrade at 7th.

    does augury work in combat 5e

    No—1 minute casting impossible in initiative. Use pre-fight planning only. Fallback: Guidance cantrip.

    best augury questions 5e

    Specific actions: 'Party assaults goblin boss via south stairs with Bless active'. Avoid 'go north?'. Test small first.

    augury random reading chance 5e

    25% per extra cast before long rest: 0% first, 25% second, 50% third. GM secret roll; long rest resets.

    can you upcast augury 5e

    No benefit— no higher_level effects. Always level 2 ritual. Slots wasted.

    augury worth preparing cleric 5e

    Yes over Healing Word if exploration-heavy; drop for combat slots in boss rushes. Knowledge Domain auto-preps.


    Citations: api:spells/augury

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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