Cleric

 

Cleric: Divine Domain: Knowledge

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.

Knowledge Domain Features

Domain Spells

Once you reach a level in this class that allows you to cast spells of the appropriate level, you always have the knowledge domain spells prepared, and they do not count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the divine spell list, the spell is nonetheless a cleric spell for you.

 

Knowledge Domain Spells

Level

Spells

1

Comprehend languages, speak with animals

3

Mind Spike, borrowed knowledge

5

Clairvoyance, ill omen

7

Divination, locate creature

9

Legend lore, visions of the past

Blessed Intuition

Beginning at 3rd level, you can detect surface thoughts withing 30 feet as a bonus action, granting you one of the following benefits:

          You gain advantage on one attack roll or opposed skill check against one creature within range before the end of your next turn.

          You focus your mind on any one creature that you can see within 30 feet of you as an action. You immediately learn the surface thoughts of the creature—what is most on its mind in that moment. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

          You detect the presence of thinking creatures you can’t see. When you use this ability, you can search for thoughts within 30 feet of you. The ability can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its surface thoughts as described above, even if you can’t see it. If more than one thinking creature that you are not aware of is within range, the DM chooses the target at random.

You can use this feature a number of times between long rests equal to your Wisdom modifier.

 

Channel Divinity: Blessing of Knowledge

Starting at 6th level, you can use your ‘channel divinity’ to tap into a divine well of knowledge. As an action, you grant yourself or a willing creature you touch proficiency with one tool, weapon, or one of the following skills: Arcana, History, Medicine, Nature, or Religion. This effect lasts until you are reduced to 0 hit points, or until you use this channel divinity option again.

 

Divine Foreshadowing

Beginning at 10th level, you receive signs from your deity that allows you to predict danger. Once between long rests when you roll initiative, you can choose to forgo rolling initiative. Instead, your initiative for that combat becomes 1 higher than the creature in that combat that rolled highest.

 

Visionary Medium

Starting at 14th level, you can share your divine knowledge with other creatures. Whenever you expend a use of your ‘channel divinity: harness divine power’ ability you can cast any divination spell from any spell list as if it was a cleric spell on your domain spell list with the spell slot. Also, when you use you ‘channel divinity’ feature all other creatures of your choice within 30 feet of you gain advantage on all attack rolls and saving throws until the beginning of your next turn.