Truth Domain Spell in D&D world | World Anvil
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Truth Domain

https://www.reddit.com/r/UnearthedArcana/comments/6ld0aa/new_cleric_domain_truth_a_somewhat_darker_take/
Truth is dear to the heart of all major religions, both in the real world and all major D&D settings. It would be very easy to present truth as an unadulterated good but I wanted to leave room for ambiguity by including spells like Dissonant Whispers and Fear on the domain list. White lies to others and cognitive dissonance within ourselves exists for a reason, and simply ripping that away might prove immensely destructive if the Cleric of Truth does not supplement their zeal with a certain discretion. Clerics of Truth very rarely lie, but the wise ones do not go around simply pointing out every falsehood they hear, those that do often cause far more harm than good. Tales of Clerics falling into paranoia and petty concern over the smallest falsehoods are all too common. Fortunately, most Clerics of Truth manage not to lose the forest for the trees and manage to act in the interests of good. For these reasons, acolytes are selected with the greatest of care for their balance and temperament. In battle Clerics of Truth can be terrible foes, ripping at their opponents very souls with words that are both utterly true and utterly devastating. This domain is granted by Wirenth, Goddess Burolia and God Uldreyin.   Domain Spells:   Dissonant Whispers, Detect Magic   Detect Thoughts, Zone of Truth   Tongues, Fear   Freedom of movement, Divination   Legend Lore, Commune   Level 1: Blessings of Truth   You gain proficiency in Persuasion and Insight. Add double your proficiency to any Insight check to determine if someone is telling the truth, and any Persuasion check to convince someone that you are telling the truth (but only if you are telling the truth). You learn the Cantrip ‘Vicious Mockery’ if you do not already know it and it counts as a Cleric Cantrip for you.   Level 2: Channel Divinity: Honesty.   As a bonus action you may make a vow of honesty to your deity who will support your claim. For the next ten minutes it is utterly impossible for you to lie. All listeners are permanently and totally persuaded that everything they hear from you in these ten minutes is completely honest. They might think that you are mistaken, or avoiding certain subjects, but they will not even entertain the possibility that you are lying, as they instinctively know that you are not.   Level 6: Channel Divinity: Turn Liars   As an action, you present your holy symbol and speak a prayer censuring the dishonest. Each creature that has lied, or used illusion magic or supernatural abilities that mimic illusion magic, within the last minute that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   Level 8: Potent Spellcasting   Add your Wisdom Modifier to the damage you do with any Cleric Cantrip.   Level 17: Truthseer   So long as you are standing within 10ft of someone you know with certainty whether or not they are lying whenever they speak- even the spell Glibness is not an adequate defence against this ability- nothing less than the direct intervention of a greater deity will prevent it. This power will only let you know if someone intentionally speaks a lie- it does not let you know whether or not someone is mistaken.

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