Clairvoyance — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
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.
| 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 |
| 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.
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.
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.
Why veterans know this: High-paranoia DMs punish unprotected Divination; this keeps you ghosted.
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.
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.
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.
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 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.
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.
No, it's immobile once placed. Switch to Arcane Eye if you need a roving eye.
10 minutes demands downtime; perfect pre-boss, useless reactively. Mitigate with Action Surge if Sorcerer, but still risky.
Wizards (spellbook flexibility) and Clerics (domain prep) shine; Bards skip for social spells, Sorcerers for metamagic elsewhere.
Must have visited or seen it—no maps or descriptions count RAW. Obvious unfamiliar spots bypass this.
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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