Knowledge Domain
The gods of knowledge – such as Io, Eltharel, or Lerathae – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical application of lore. Others guard knowledge and keep secrets, believing that some truths are too powerful or dangerous for mortal minds. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some seek to bend reality with their knowledge, while others use their wisdom to protect and inform.
Level 2: Knowledge Domain Spells
You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table. These spells are always prepared and don't count against the number of spells you can prepare each day.
| Cleric Level | Spells |
| 1st | Command, Identify |
| 3rd | Augury, Suggestion |
| 5th | Nondetection, Speak with Dead |
| 7th | Arcane Eye, Confusion |
| 9th | Legend Lore, Scrying |
Level 2: Blessings of Knowledge
When you choose this domain at 2nd level, you learn two languages of your choice. You also become proficient in two of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those chosen skills.
Level 2: Channel Divinity: Knowledge of the Ages
You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you present your holy symbol and choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Level 2: Scholarly Acumen
Your divine studies have granted you a spark of arcane understanding. You learn one cantrip of your choice from the wizard spell list. For you, this cantrip counts as a cleric cantrip and uses Wisdom as its spellcasting ability.
Level 6: Whispers of Intent
Your insight into other minds deepens. You can use an action to focus your awareness on one creature you can see within 30 feet. For the next minute, you have advantage on Wisdom (Insight) checks made against the creature, and you learn its current emotional state.
Additionally, if you maintain this focus on the creature for the full minute, you gain deep insight into its reasoning and desires. You can then attempt to subtly influence its thinking. The next Charisma (Persuasion) or Charisma (Deception) check you make against that creature within the next hour is made with advantage. Furthermore, if you suggest a course of activity to it (limited to a sentence or two) that isn't obviously self-destructive, the creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 hour or until you or your companions do anything harmful to it. While charmed in this way, it is inclined to look on your suggestion favorably.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 17: Omniscient Glimpse
Your mastery of divine knowledge allows you to briefly touch omniscience. As an action, you can cast the Contact Other Plane spell without expending a spell slot and without the risk of insanity or receiving no answer on a failed Intelligence saving throw. When you cast the spell in this way, you can ask up to three questions instead of five.
Once you use this feature, you can’t use it again until you finish a long rest.