Cleric
Base Class: Cleric

"I'm telling you, I'm gonna get that guy and I'm gonna take a chunk of his blond hair as a trophy!" Said a guard to his partner. Confused, the partner responds "But, it was a brunette woman, I'm sure!" The hooded figure in the corner adds nothing, nor are they asked to add anything.

"I'll remember this, scoundrel!" The king yells as the group take his son. The elf smirks before meeting the king's gaze, watching the anger drift from his eyes, as well as his recognition.

The dwarf is astonished. No one has been here in centuries, maybe even millenia! What wonders might she uncover for her god?

 

None are so equally hated yet unknown as gods of secrets. Whether knowledge has simply been lost, hidden, or forbidden, even amongst the gods there is always a market for knowledge others lack. Clerics of the Secret Domain typically fall into one of two categories: Those who acquire secrets, and those who keep secrets. Whichever path brings a cleric to this domain, one thing is for certain: Knowledge is power, and you aim to be powerful.

Domain Spells:

1st: Comprehend Languages, Identify

3rd: Alter Self, Knock

5th: Speak with Dead, Nondetection

7th: Arcane Eye, Greater Invisibility

9th: Legend Lore, Modify Memory

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in Deception and Insight. You also learn one cantrip from any spell list. If the cantrip is not from the Cleric spell list it nevertheless becomes a Cleric cantrip for you.

Linguas Secreta

Also starting at 1st level, your training makes you privy to even secret languages. You gain the ability to speak and understand Theives' Cant, Druidic, or any two languages of your choice.

Channel Divinity: Become No One

Starting at 2nd level, you can use your Channel Divinity to make your own interactions secret.

As an action, you evoke the power of secrecy itself to remove any trace of your existence from someone else's mind. Choose a creature within 30 feet of you, it must make a Wisdom saving throw. If it fails, the creature loses all memory of you and the current interaction (fight, conversation, etc.). You can’t use this feature on an undead or a construct.

Channel Divinity: Seek the Truth

Beginning at 6th level, you may use your Channel Divinity to see through lies and discover the secrets that only you know how to see. When you expend a use of Channel Divinity in this way, you gain Truesight, at a range of up to 60 feet, for the next ten minutes. Falling unconscious before the time expires immediatly ends the effect.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy, causing your weapon to whisper unsettling thoughts to your opponent as you strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Secrets

Starting at 17th level, whenever you spend 10 minutes investigating an area, investigating an object, or talking with a creature, you immediatly gain a comprehensive understanding of all knowledge about the target that is not magically hidden. This also results in automatically discovering any traps, treasure or other secrets related to the target.

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