dauntless/content/Classes/Cleric/Knowledge Domain.md
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Labyrinth Worldbook

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Gods of the Knowledge domain observe and guide the fundamental nature of creation, peering into vast potentialities and doting on those who seek understanding beyond the mortal norm. Adherents of this domain are compelled to seek out the unknown, educate the unaware, and preserve all forms of knowledge and enlightenment.

Knowledge Domain Progression
Cleric Level Features
3rd Brilliance of Faith, Channel Divinity: Boundless Knowledge, Knowledge Domain Spells
7th Keen Warfare
11th Channel Divinity: Divine Sight
15th Timeless Understanding

Knowledge Domain Spells 

3rd-Level Knowledge Feature 

You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesnt count against the total number of ritual spells you know.

Crafting Domain Spells
Cleric Level Spells
3rd auguryR, detect evil and good, identifyR, suggestion
5th clairvoyanceR, tongues
7th arcane eye, phantasmal killer
9th legend lore, telepathic bond

R indicates a Ritual Spell

Brilliance of Faith 

3rd-Level Knowledge Feature 

You become proficient in three of the following skills: Arcana, History, Nature, or Religion. Whenever you make a check using these skills, add double your PB.

Channel Divinity: Boundless Knowledge 

3rd-Level Knowledge Feature 

You can use your Channel Divinity to grant yourself the knowledge of divines.

As an action, you present your holy symbol and grant yourself keen understanding of a single skill or tool for 1 hour. For the duration, you gain proficiency in the chosen skill or tool. When using your chosen skill or tool to make an ability check, treat any d20 roll of 5 or less as though you rolled a 5.

Keen Warfare 

7th-Level Knowledge Feature 

Each time you cast a cantrip that creates a harmless effect, you can create one additional harmless effect of your choice as part of that casting. In addition, you add your WIS modifier to the damage of any cantrip that you cast or melee weapon attack that you make. 

Channel Divinity: Divine Sight 

11th-Level Knowledge Feature 

You can use your Channel Divinity to give yourself truesight out to a distance of 60 feet. This vision lasts for 1 minute. Additionally, you gain one of the following benefits for the duration:

  • You can instantly tell the current emotional state of any creature you can see and whether that creature is hostile toward you.
  • Each time you make a WIS (Perception) check, treat any d20 roll less than your cleric level as though it were your cleric level.
  • You can read all writing and have advantage on checks made to decipher codes and cyphers.

Timeless Understanding 

15th-Level Knowledge Feature 

You can use your Divine Intervention feature to perfectly recall any information about a single creature, location, or object that you can see. You automatically succeed on the roll to activate your Divine Intervention in order to select one of the following options.

Creature. You instantly learn the creatures current and maximum HP, its resistances and vulnerabilities, any magical effects currently affecting it, any languages it speaks or understands, and where it has been for the past 24 hours. For 1 hour, you have advantage on attack rolls and skill checks made against that creature and the creature has disadvantage on attack rolls and skill checks against you. 

Location. You witness an instantaneous vision, in perfect clarity, of any events that transpired in the location in the past month. You can ask your GM up to 5 questions about the location or any event that transpired there and your GM must answer honestly. You can attempt a DC 20 WIS check to also see any events that transpired in the location for the past 100 years. On a failed check, you are instead incapacitated for 1 hour as you are overwhelmed by the unbearable unfurling of time. 

Object. You instantly learn all the objects properties, any command words it has, where the object has been over the past year, and any magical effects, including curses, currently affecting the item. You have advantage on checks made to interact with the object for 24 hours. If the item is magical, you can attempt a DC 20 WIS check to either instantly attune to the item or break the items attunement to a creature other than you. On a failed check, you take 8d6 points of psychic damage.

Content Source: Labyrinth Worldbook

Art Credit: Nomax