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Unearth Secrets and Master the Mind

The Knowledge Domain values learning, understanding, and the careful pursuit of truth above material wealth. Gods associated with this domain, including Ao, Io, Athael, and Nyladria, differ in how they believe knowledge should be used. Some encourage its preservation and open exchange through libraries, schools, and universities. Others guard dangerous truths, restrict knowledge to those deemed worthy, or teach that the deepest secrets of the multiverse are sources of tremendous power.

Clerics of the Knowledge Domain study obscure histories, forgotten languages, ancient magic, hidden places, and the behavior of thinking beings. They often serve as scholars, archivists, investigators, advisors, and keepers of lore. Their divine insight allows them not only to uncover information, but to understand how that information connects to the motives and actions of those around them.

Level 1: Knowledge Domain Spells

Your connection to the Knowledge Domain grants you additional spells.

When you reach a Cleric level specified in the Knowledge Domain Spells table, you always have the listed spells prepared.

These spells don't count against the number of Cleric spells you can prepare.

Cleric Level Spells
1 Comprehend Languages, Detect Magic, Identify
3 Borrowed Knowledge, Detect Thoughts, Mind Spike
5 Nondetection, Speak with Dead, Tongues
7 Arcane Eye, Confusion, Locate Creature
9 Commune, Legend Lore, Scrying

Level 1: Blessings of Knowledge

Your divine studies have given you broad scholarly training.

You learn two languages of your choice.

In addition, choose two of the following skills:

  • Arcana

  • History

  • Investigation

  • Nature

  • Religion

You gain proficiency in the chosen skills.

Your Proficiency Bonus is doubled for any ability check you make that uses either of those skill proficiencies.

Level 1: Scholarly Acumen

Your divine studies have given you insight into forms of magic beyond traditional Cleric practice.

Choose one cantrip from the Wizard spell list.

You know that cantrip, and it counts as a Cleric cantrip for you.

Wisdom is your spellcasting ability for it.

Level 2: Channel Divinity: Knowledge of the Ages

You can draw on a divine well of accumulated knowledge and experience.

As a Magic action, you expend one use of Channel Divinity and choose one skill or tool.

For 10 minutes, you have proficiency with the chosen skill or tool.

Level 6: Whispers of Intent

Your understanding of behavior and intention has deepened into supernatural insight.

As a Magic action, choose one creature you can see within 30 feet of yourself.

For 1 minute, you have Advantage on Wisdom (Insight) checks you make regarding that creature, and you can discern its current emotional state.

This feature doesn't reveal the creature's thoughts, memories, or information it knows.

If you can see the creature and remain within 30 feet of it for the full minute, you gain a deeper understanding of its immediate motives and disposition toward you.

For the next hour, you have Advantage on the next Charisma (Deception) or Charisma (Persuasion) check you make against that creature.

During that hour, you can also present the creature with a brief course of action expressed in one or two sentences.

If the proposed course of action isn't obviously self-destructive, the creature must make a Wisdom saving throw against your Cleric spell save DC.

On a failed save, the creature has the Charmed condition for 1 hour or until you or one of your allies damages it.

While Charmed in this way, the creature regards the proposed course of action favorably, but it isn't compelled to follow it.

Your initial 1-minute focus ends early if you have the Incapacitated condition, can no longer see the creature, or the creature moves more than 30 feet away from you.

You can use this feature a number of times equal to your Wisdom modifier, with a minimum of one use.

You regain all expended uses when you finish a Long Rest.

Level 17: Divine Foreknowledge

Your understanding extends beyond the present, allowing you to perceive possibilities moments before they unfold.

As a Bonus Action, you magically expand your awareness into the immediate future.

For 1 hour, you have Advantage on D20 Tests.

Once you use this feature, you can't use it again until you finish a Long Rest.

You can restore your use of this feature before then by expending a level 6 or higher spell slot. Doing so requires no action.