Animal Spy

2nd-level divination (Druid,Ranger)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You can borrow some of the senses of a beast you touch. During each of your turns you can use a bonus action to see what the beast sees and hear what it hears until the start of your next turn, gaining the benefits of any special senses that beast may possess. During this time, you are deaf and blind with regard to your own senses. If the beast moves more than 1 mile away from you, the spell ends.

This spell only affects beasts with an Intelligence score of 3 or less. It can also affect creatures that are not beasts, but which are familiars (per the find familiar spell), provided they have an Intelligence of 3 or less. You don't gain any control over the beast or any communication with it other than seeing and hearing through its senses.

If you cast this spell on a creature that is tied to another intelligent creature by a class feature or spell (such as a wizard's familiar or a ranger's animal companion), then the intelligent creature to whom the target of this spell is tied can make a Wisdom saving throw when you cast this spell. If that save succeeds, the spell fails. Whether the roll succeeds or fails, the intelligent creature tied to the beast gains no special awareness of this spell or its effects.