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Detect Thoughts in Dungeons & Dragons 5e

Basic Rules (2014) - Modified

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a copper piece
Duration: 1 minute (concentration)

For the duration, you can read the thoughts of certain creatures. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.

Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself whose thought you have detected. You learn what is most on the target’s mind right now. The spell can penetrate barriers, but is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

As an action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.

Available for: Bard, Sorcerer, Wizard, Oath of Zeal, Aberrant Sorcery, The Great Old One

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