Base Class: Cleric
Most clerics are pillars of their community, overseeing worship or healing rites. However, some dedicate themselves towards uncovering hidden or long lost scriptures, the origins of their religion or even reveal heritics who try to infiltrate and sabotage their faith. Those clerics are truth seekers above all. The goal for all truth clerics is to find the universal truth, untethered from their personal opinion.
| Cleric Level | Spells |
|---|---|
|
1st |
Detect Evil and Good, Faerie Fire |
|
3rd |
Zone of Truth, Moonbeam |
|
5th |
Dispel magic, Speak with Dead |
|
7th |
Locate Creature, Banishment |
|
9th |
Dispel Evil and Good, Scrying |
Seeker of Truth
Starting at 1st level, You gain expertise in two of the following skills of your choice: Insight, Intimidation, Investigation, Sleight of Hand or Stealth.
Insight
adds Insight expertise
Intimidation
adds Intimidation expertise.
Investigation
Add Investigation expertise.
Perception
Add perception expertise.
Sleight of Hand
Add sleight of hand expertise.
Stealth
Add stealth expertise.
Expected Danger
Starting at 1st level, Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.
Channel Divinity: Prediction of Actions
Starting at 2nd level, As a bonus action you can force your enemy to make a wisdom saving throw against your spell DC, if it fails it suffers disadvantage against the next saving throw caused by you until the the end of your next turn. Additionally you are able to predict what the enemy will do in its next turn, for example: if it tries to escape, who it is gonna focus on, if it is waiting for something, etc.(suprises or other actions in battle can alter your prediction).
Reveal the Truth
Starting at 6th level, Your ability to see the truth gains the power to end deceptions or illusions for others. You have advantage on checks and saving throws made to perceive or see through illusions, if you succeed at this check or saving throw you can be a stable connection to reality for other creatures which you can see. A number of creatures equal to your wisdom modifier of your choosing can reroll their failed check or saving throw.. You also can cast see invisibility on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Call to Reality
Starting at 17th level, You can break the ties between a creature and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw against your spell DC. On a failed save, any spells in effect on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.
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