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The Affiliation of Enlightenment

Those who are a part of the Affiliation of Enlightenment follow the gods and goddesses of the category of Knowledge.   The gods and goddesses of Knowledge are responsible for both learning and teaching, as well as any associated skills. They oversee the trades, art of all kinds, history, writing, diplomacy, mathmatics- Anything that can be taught falls under their pervue in some form or another. They are followed by craftsmen, scholars, wizards, bards; anyone with an interest in teaching or in learning.  

Deities of Knowledge

There are five deities whose realms fall under the category of Knowledge:   Cyrilan, god of language and education, is in charge of both spoken and written languages, as well as oration, education and mathematics. He often finds followers among scholars and educators, bards, and public speakers. His clerics and paladins are well known for their ongoing attempts to ensure that all of Rothlia's peoples are literate.   Kol, god of commerce and trade, is responsible for all transactions, as well as pacts and contracts. His followers are often merchants, traders, and vendors; his clerics and paladins are often in charge of market spaces or contract-making work.   Savoma, goddess of diplomacy and government, is in charge of bureaucracy, rulership, law, crime, tyranny, and servitude. Her followers can be found on both sides of the law, among politicians, kings, nobility, and lawkeepers as well as among criminals, rebels, and other lawbreakers. Her paladins and clerics are often advisors, if not leaders themselves.   Siviol, goddess of crafts and industry, oversees music, arts, humor, poetry, imagination, and inspiration, as well as construction, engineering, and metalworking. Chief among her followers are bards, artists, and craftsmen. Her clerics and paladins often teach crafts to those who are interested in learning such skills.     Tholine, goddess of knowledge and history, is responsible for mystery, curiosity, wit, wisdom, legends, stories, and insight. Her followers are scholars, storytellers, and students; her paladins and clerics are chroniclers, librarians, and teachers.

Granted Divine Powers

The five deities which make up the category of Knowledge each have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of Knowledge each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric: Domain of Knowledge

At each indicated cleric level, you add the listed domain spells to your spells prepared. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.   Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.  
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.   As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.   During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  
Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.  

Paladin: Oath of Knowledge

The Oath of Knowledge calls to paladins who are dedicated to uncovering secrets, tracking down lost knowledge, and finding ultimate truths. Their core belief is that knowledge is power, and with that power they can achieve any outcome they desire.  
Tenets of Knowledge
A paladin who follows the Oath of Knowledge follows three core tenants:   All Knowledge is Worth Knowing. There is no information not worth knowing; no skill that isn't worth learning.   Ignorance is a Sin. Educate those who do not have access to knowledge; those who stand against the pursuit of knowledge are to be defeated or destroyed.   Secrets are the Bane of Enlightenment. If there is a secret, it must be uncovered, because secrets are the antithesis of enlightenment.  
Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity: Dark Secret
Beginning at 3rd level, you can use your Channel Divinity to undercover deep, dark secrets. As an action, target one creature that you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target takes 2d8 psychic damage and becomes frightened of you until the end of your next turn.  
Channel Divinity: Quick Study
Also at 3rd level, you can use your Channel Divinity to augment your ability to comprehend and understand things. As a bonus action, you gain the benefits of the comprehend languages spell and you grant yourself a +5 bonus to Intelligence (Investigation) checks for the next 10 minutes.  
Aura of Awareness
Starting at 7th level, your ability to assess situations is so great, that it expands to others around you. You and friendly creatures within 10 feet of you gain a +2 bonus to their AC.   At 18th level, the range of this aura increases to 30 feet.  
Mind Fortress
Starting at 15th level, your knowledge of everything is so great that it makes you difficult to topple with mind-altering effects. You gain proficiency in Intelligence saving throws. In addition, if a creature targets you with a spell or effect that requires an Intelligence or Wisdom saving throw, that creature takes psychic damage equal to your Charisma modifier (minimum of 1).  
Peerless Pedant
At 20th level, your knowledge and quest for secrets is unmatched by most. You gain the following benefits:   -You have advantage on initiative rolls.
-You gain resistance to psychic damage.
-When you use a spell or effect that requires a target to make a Wisdom or Intelligence saving throw, the creature does so with disadvantage.

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