Cleric
Base Class: Cleric

In a world as massive as ours, many things are simply unknowable. Forces beyond mortal comprehension move around us every day and lies and deception lurk around every corner to keep us from the truth. Most of the people in the world are satisfied how they are. They share the common understanding that the secrets of the world are beyond their grasp, and they try to just make do with what they do know. Most...but not all. Followers of the Truth Domain are different. They look past the haze that blinds the eyes of those around them, seeking out the impossible things that no lower life form was meant to know. They dispel the lies of the world to see the deepest and darkest truths the universe has to offer. There is only one question they can't answer...will they come out of it unscathed? Or will their minds destroy themselves to keep the secrets they know?

Bonus Cantrip

When you choose this domain at 1st level, you gain the True Strike cantrip. This counts as a cleric spell for you, but does not count against the amount of cantrips known.

Lingering Gaze

Also at 1st level, your perception of the world is boosted, helping you see things you may have missed. You can reroll any wisdom/intelligence check. You can do this after you see the first roll, but before knowing if it passed or failed. You must use the second roll. You can use this ability a number of times equal to your proficiency bonus.

Channel Divinity: All Seeing Eye

Calling upon the eyes of the gods, you reveal the truth hidden from your view. As an action, you can cause every magically disguised or invisible creature within a 30-foot radius of you to make a wisdom saving throw against your spell save DC. On a failed save, their spells are canceled. Shape changed creatures return to their true forms and invisible creatures become seen. Nonliving creatures like illusion spells or invisible objects and passageways are also affected, using the modifiers of the spell's original caster.

Impenetrable Mind

At 6th level, your mind has become safeguarded against the liars and tricksters of the world. You gain immunity to the charmed condition, and any spell or ability designed to read your thoughts must be rolled with disadvantage.

Unfiltered Eyes

At 8th level, your eyes have become accustomed to seeing through the haze of lies around you. Once per long rest, you can give yourself True Sight for the next minute, or until you break concentration as if you were casting a spell. This increases to two uses once you reach 14th level.

Bane of Deception

At 17th level, you have become one with the universal truth you strive so hard to find. As an action, you can emit a divine aura from your body in a range of 15 feet, tearing away falsehoods. This aura gives you the following benefits.
 
• Creatures within this aura have advantage against the charmed condition
 
• You can use your bonus action to dispel any illusions, invisibility, or shape change effects within the aura's range
 
• Creatures that attempt to tell an intentional lie while within the aura's radius must make a wisdom saving throw. On a pass, they speak normally. On a failure, they take 2d10 psychic damaged and are stunned until they exit the aura's range. They can reroll the save on each of their turns to be freed from the effect early.
 
This aura lasts for one minute, until you dismiss it as a bonus action, or until you fall unconscious.

Previous Versions

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4/26/2023 4:37:23 PM
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