The deities embodied by the Knowledge Domain exalt the pursuit of learning and comprehension as a pinnacle virtue. Amid this diverse domain, an array of perspectives unfurl like the pages of countless tomes, each deity advocating its own distinct creed.
Within this multifaceted tapestry, some divine figures advocate for knowledge to be an open treasure, a resource to be shared and cultivated in the hallowed halls of libraries and universities. These benevolent deities channel their influence to inspire scholars and seekers, encouraging the exchange of wisdom that enriches the lives of mortals and adds to the grand repository of the thoughts of sentient life.
In stark contrast, there exist gods who prefer to hoard knowledge as though it were the most precious of gems. They are the gatekeepers of secrets, bound to safeguard the esoteric truths they possess. To them, knowledge is power, and they wield it with an air of enigmatic authority that keeps their followers in awe and reverence.
Then there are the deities who weave a tantalizing promise: the promise of dominion over the cosmos through the mastery of its secrets. Their followers are driven by a thirst for arcane understanding that transcends mortal limits. These daring adventurers delve into the abyssal depths of hidden knowledge, unearthing truths that can reshape reality itself, and in return, they are granted power that elevates them beyond the ordinary.
Unbound by conventional limitations, followers of the Knowledge Domain immerse themselves in the pursuit of arcane enlightenment. They collect ancient tomes, relics of the past that whisper of forgotten histories and potent incantations. They venture into the obscurity of hidden realms, uncovering the earth’s buried secrets, the very bedrock of the world’s enigma. Some gods of knowledge even kindle the fires of creativity, imparting the practical knowledge of crafts and inventions that shape civilizations.
Domain Spells
1st-Level Cleric (Knowledge Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Blessings of Knowledge
1st-Level Cleric (Knowledge Domain) Feature
You learn two languages of your choice, one of which may be exotic. You also gain Expertise in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Channel Divinity: Knowledge of the Ages
2nd-Level Cleric (Knowledge Domain) Feature
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
6th-Level Cleric (Knowledge Domain) Feature
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
8th-Level Cleric (Knowledge Domain) Feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past
17th-Level Cleric (Knowledge Domain) Feature
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.
Deities of the Knowledge Domain
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