Domain of Knowledge

A Cleric Domain of archivists with bonus skills and languages and Spell Divinity options that grant expertise, read thoughts and reveal the history of objects and places.

Identity

The Domain of Knowledge is the Cleric Domain of registries, annotated prophecies and sealed archives. Knowledge-clerics walk archive-spires lighting catalog-lamps, keep the Tech-Priest hymnals current, and sit through ten-hour Mythar-echo testimonies writing down what was said and what was almost said. Their power runs through the Ether Channel, the Channel of information.

Features

  • L3 Archive Training

    Domain Spells. You always have the following spells prepared, and they do not count against the number of spells you can prepare each day: Cantrips: Grasp 1st level: Shear 2nd level: Veil 3rd level: Counter 4th level: Dispel 5th level: Shift You can cast each one once you can cast spells of its level. Languages and Lore. You learn two languages of your choice and gain proficiency in two of these skills: Arcana, History, Nature or Religion. Spell Divinity: Knowledge of the Ages. As an action, you call on the archive. For 10 minutes, you have proficiency in one skill or tool of your choice, and your proficiency bonus is doubled for it (expertise). As a free action, you can extend the effect once by 1 minute without spending another use of Spell Divinity.

  • L7 Spell Divinity: Read Thoughts

    As an action, you choose one creature you can see within 60 feet that is not protected from divination. The creature must make a Wisdom saving throw against your spell save DC. On a failure, for 1 minute or until your concentration ends (as on a spell), you can read its surface thoughts, meaning the words it is forming and the images it is considering, whenever it is within 60 feet of you. While the effect lasts, you can use a bonus action on a later turn to probe deeper. The creature repeats the save. On a failure, you can ask the GM up to three direct questions about its current memories or intentions and receive truthful answers, which may be incomplete, and the creature is unaware of the probe. On a success, the creature learns that a divine agent probed it, but not who.

  • L11 Spell Divinity: Visions of the Past

    You spend 1 minute in meditation with an object you are touching or in a location you are standing in. At the end of the minute, you receive a vision of significant events involving that object within the past century, or that location within the past decade. The vision is fragmentary and sensory, you do not control it, and the GM narrates it. You can extend the vision's reach by meditating for more minutes, up to 1 hour. Each additional minute reaches back an additional century for an object or an additional decade for a location.

  • L15 Aura of Insight

    While you are conscious, each ally within 30 feet of you who can see you adds your Charisma modifier (minimum +1) to Wisdom and Intelligence saving throws. In addition, allies within 30 feet of you have advantage on Intelligence (Investigation), Intelligence (History) and Wisdom (Insight) checks. The aura ends if you are Incapacitated or reduced to 0 hit points.

  • L18 Avatar of Knowledge Capstone

    Once per long rest, as a bonus action, you assume the Scribe-Avatar Form for 1 minute. While in this form, you can see Invisible creatures and objects within 60 feet, including those in the Ether or in the early stages of a planar Shift. You know whenever a creature within 30 feet of you that you can see or hear knowingly speaks a lie. You learn only that what was said is false, not the truth. You can read, speak and understand all languages, including encrypted or magically obscured ones, and cryptography of Tier IV or lower is parsed at reading speed. You have advantage on saving throws against effects that would charm, confuse or magically obscure your senses. The form ends early if you fall Unconscious or end it as a free action.