Cleric: Knowledge Domain
Original Source: Player's Handbook
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. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities.
Knowledge Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric Level | Spells |
---|---|
1st | comprehend languages, identify |
3rd | detect thoughts, suggestion |
5th | nondetection, reconsider |
7th | confusion, private sanctum |
9th | legend lore, modify memory |
Knowledge Initiate
1st-level Knowledge Domain feature
At 1st level, you learn two languages of your choice. Additionally, you gain proficiency in two skills of your choice: Arcana, History, Nature, or Religion.
Expertise
1st-level Knowledge Domain feature
Also at 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Libra
1st-level Knowledge Domain feature
Also at 1st level, you gain the ability to magically divine information about creatures with a glance. As a Bonus Action, you can magically focus on a creature within 30 feet of you. If you do, you determine a number of facts about the creature equal to your Wisdom modifier (minimum 1).
- Challenge Rating (or level)
- Armor Class
- Current and Maximum Hit Points
- Damage Immunities, Resistances, and Vulnerabilities
- Condition Immunities
- Highest Level of Spell it can cast.
- Bonus to one type of Saving Throw
- One Attribute Score
- One of the creature's Traits.
- One of the creatures Actions, Bonus Actions, Reactions.
- One of the creatures Legendary or Lair Actions.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Channel Divinity: Knowledge of the Ages
2nd-level Knowledge Domain feature
As in the Player's Handbook
Channel Divinity: Read Thoughts
6th-level Knowledge Domain feature
As in the Player's Handbook
Prescient Strike
7th-level Knowledge Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 psychic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Visions of the Past
15th-level Knowledge Domain feature
As in the Player's Handbook