Overview
Clairvoyance is a Situational 3rd-level Divination spell that's a game-changer for preemptive scouting but a total trap in reactive situations. As a veteran who's optimized countless caster builds, I love it for turning the fog of war into crystal-clear intel—place an invisible sensor up to 1 mile away in a familiar spot (somewhere you've visited or seen) or obvious unfamiliar location, choosing sight or sound, lasting up to 10 minutes with concentration. The 10-minute casting time demands planning ahead, making it perfect for Wizards and Clerics methodically clearing dungeons, but Bards and Sorcerers rarely prep it due to spontaneous needs. Verdict: Prep it if your campaign has investigation-heavy arcs; otherwise, it's dead weight on your list.
Stat Block
| Property | Value |
|---|---|
| Level | 3 |
| School | Divination |
| Casting Time | 10 minutes |
| Range | 1 mile |
| Components | V, S, M |
| Material | A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing. |
| Duration | Up to 10 minutes |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Bard, Cleric, Sorcerer, Wizard |
When NOT to Use This
- •Combat erupts—you can't afford 10 minutes when initiative rolls.
- •Enemies pack Truesight/See Invisibility; they'll spot and counter instantly.
- •Your party has flight or passwall for personal scouting without magic.
- •Fast travel montages where DM skips exploration details.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | High for intel value (avoids TPKs worth multiple slots); low in combat. |
| Action Economy | Situational |
| Opportunity Cost | 3rd slot competes with Fireball (8d6=28 avg dmg), Counterspell, or Slow—scouting wins only pre-fight. |
When worth the slot: Dungeon crawls, heists, or when 1-hour prep saves a 100k gp resurrection.
When NOT worth the slot: Wilderness hex crawls, time-sensitive rescues, or parties with rogue scouts.
Pro Tips (Veteran Secrets)
Tip #1: Stock both material components (horn and eye) for flexibility—glass eye for visuals trumps audio 80% of time in visuals-first D&D.
Why veterans know this: Veterans know 1-mile range lets you scout entire villages from outskirts, collapsing travel risks.
This avoids the mistake of: Newbies forget the focus costs 100gp; craft or buy early to avoid mid-campaign shopping.
Tip #2: 'Obvious location' RAW allows behind doors without familiarity—test DMs with 'around the corner in that grove.'
Why veterans know this: This bypasses 'familiar only' limits for 90% of wilderness/utility uses.
This avoids the mistake of: Players misplay by assuming maps count as 'seen'; clarify pre-game.
Tip #3: Layer with Nondetection to hide your scrying from enemy countermeasures.
Why veterans know this: High-paranoia DMs punish unprotected Divination; this keeps you ghosted.
Common Mistakes to Avoid
Casting mid-combat expecting instant sensor.
Why it's bad: 10-minute cast wastes a 3rd-slot turn and gets interrupted, opportunity cost vs Hypnotic Pattern's CC.
Do this instead: Prep during short rests or downtime; treat as strategic ritual equivalent.
Placing sensor in plain sight without cover.
Why it's bad: Truesight guards one-shot detect and alert, blowing your stealth op.
Do this instead: Choose concealed spots like attics, wardrobes, or fog-obscured areas.
Forgetting concentration competes with buffs like Haste.
Why it's bad: Drops sensor prematurely during the boss you scouted for.
Do this instead: Assign a non-concentrating ally to maintain Fly or Stoneskin instead.
Usage Tips
- •Cast before entering a dungeon room to peek behind doors or around corners, revealing traps, guards, or loot without risking your party.
- •Use hearing mode for eavesdropping on conversations 1 mile away, ideal for spying on enemy camps from safety.
- •In urban intrigue campaigns, scout noble manors or hidden lairs to gather blackmail material or plan heists with zero exposure.
Rules Notes
- •Familiar locations require you to have visited or seen the place before—RAW excludes hearsay or maps; RAI might flex for DMs but stick to text.
- •The sensor is immobile and intangible, immune to attacks, but visible as a luminous orb to See Invisibility or Truesight.
- •Switching senses costs your full action, limiting real-time adaptability during the spell's duration.
Synergies
- •Pairs perfectly with Invisibility on a familiar to approach casting spots undetected.
- •Enhances Find the Path by confirming safe routes visually before committing.
- •Boosts Teleportation Circle prep by verifying the distant circle's security.
Anti-Patterns
- •Avoid relying on it for moving targets—the stationary sensor can't track fleeing enemies.
- •Don't waste it on open terrain where 'obvious locations' lack concealment from detection.
- •Skip in high-mobility combats; the 10-minute cast is interrupted by initiative.
Tactical Modules
- •Pre-Boss Intel Grab — When to use: Before assaulting a lair or fortress, when 10 minutes of safe prep time exists.. Synergy: Follow up with Dimension Door to teleport the party directly to scouted weak points.
- •Trap and Ambush Detector — When to use: Clearing dungeon corridors with suspected pitfalls or hidden archers.. Synergy: Combine with Glyph of Warding to booby-trap the sensor's revealed enemy position.
- •Eavesdrop Network — When to use: Infiltrating intrigue-heavy cities, monitoring multiple sites over sessions.. Synergy: Link with Message cantrip for silent party coordination based on overheard plots.
Countermeasures
- •Threat: Enemy with See Invisibility spots and destroys the orb. — Response: Place sensor in tight, obscured spots like inside barrels or behind illusory walls.. Fallback: Fall back to mundane scouts or Augury for yes/no divine hints.
- •Threat: Antimagic Field suppresses the sensor. — Response: Confirm no such fields via prior Detect Magic before casting.. Fallback: Use familiars or summoned spirits for physical recon.
- •Threat: Time crunch from wandering monster patrols interrupts casting. — Response: Ritual cast alternatives like Detect Magic while moving cautiously.. Fallback: Send a summoned creature ahead as a disposable scout.
Frequently Asked Questions
Is Clairvoyance good in 5e?
Situational excellent for pre-fight scouting 1 mile away, turning ambushes into cakewalks. Poor in combat due to 10-min cast. Wizards/Clerics prep it for dungeon-heavy games.
Clairvoyance vs Arcane Eye 5e
Clairvoyance wins at 1-mile range and no familiar needed; Arcane Eye (4th) is mobile, 1-min cast, invisible to all. Use Clairvoyance for static long-range peeks.
Does Clairvoyance work through walls 5e?
Yes, as long as the location is specified (e.g., 'behind that door')—no line of sight required from caster. Sensor sees/hears from its spot normally.
Can you move Clairvoyance sensor 5e?
No, it's immobile once placed. Switch to Arcane Eye if you need a roving eye.
Clairvoyance casting time too long 5e?
10 minutes demands downtime; perfect pre-boss, useless reactively. Mitigate with Action Surge if Sorcerer, but still risky.
Best classes for Clairvoyance 5e?
Wizards (spellbook flexibility) and Clerics (domain prep) shine; Bards skip for social spells, Sorcerers for metamagic elsewhere.
Clairvoyance familiar location rules 5e?
Must have visited or seen it—no maps or descriptions count RAW. Obvious unfamiliar spots bypass this.
Does See Invisibility detect Clairvoyance 5e?
Yes, reveals it as a luminous fist-sized orb. Hide in boxes or illusions.
Citations: api:spells/clairvoyance
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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