The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.
Knowledge Domain Spells
At 1st level, when you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level |
Spell |
1st |
Comprehend Languages, Identify |
3rd |
Mind Spike, Suggestion |
5th |
Nondetection, Tongues |
7th |
Arcane Eye, Confusion |
9th |
Legend Lore, Synaptic Static |
Blessings of Knowledge
At 1st level, you gain proficiency with one type of Artisan’s Tools of your choice and in two of the following skills of your choice: Arcana, History, Nature, or Religion. You have Expertise in those two skills.
Channel Divinity: Mind Magic
Starting at 2nd level, as a Magic action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.
Channel Divinity: Unfettered Mind
At 6th level, you gain telepathy out to 60 feet. When you use
this telepathy, you can simultaneously contact a
number of creatures equal to your Wisdom
modifier (minimum of one).
Additionally, if your total for an Intelligence
check is lower than your Wisdom score, you can
use that score in place of the total.
Divine Foreknowledge
Starting at 17th level, as a Bonus Action, you magically expand your
mind to the possibilities of the 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 also restore your use of this
feature by expending a level 6+ spell slot (no
action required).
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