Cleric
Base Class: Cleric

The Truth Domain Clerics are devout servants of divine veracity, dedicating their lives to seeking and upholding the unassailable truths that govern the world. With an unwavering commitment to justice and fairness, they act as guardians of truth, using their divine powers to unravel deceptions, expose illusions, and reveal hidden knowledge. These clerics embody qualities of discernment, insight, and integrity, often serving as impartial judges, wise advisors, or honest arbiters in various realms of society.

A Truth Domain Cleric's pursuit of truth involves honing their senses and intellect, allowing them to detect even the most subtle falsehoods and half-truths. Through their unique abilities like Divine Revelation, they can compel others to reveal the secrets they attempt to conceal, ensuring that the light of truth dispels any shadows of deception.

The gods worshiped by Truth Domain Clerics exemplify wisdom, justice, and divine insight. Here are some examples of deities that Truth Domain Clerics might venerate:

  1. Kelemvor, the Lord of the Dead: As the god of death and judgment, Kelemvor values the truth in the afterlife. His followers, including Truth Domain Clerics, are entrusted with discerning truth during the judgment of souls passing to the afterlife.

  2. Tyr, the Even-Handed: A god of law and justice, Tyr's followers uphold truth and fairness in all matters. Truth Domain Clerics who serve Tyr act as impartial judges, dedicated to uncovering hidden truths and ensuring justice prevails.

  3. Ioun, the Knowing Mistress: Ioun, the goddess of knowledge and prophecy, values truth in all forms. Truth Domain Clerics devoted to Ioun seek to uncover hidden knowledge, unveil ancient secrets, and protect the dissemination of truthful information.

  4. Lathander, the Morninglord: While primarily associated with dawn and renewal, Lathander also embodies the revelation of truth through the light of day. Truth Domain Clerics who follow Lathander are dedicated to bringing hidden truths to light and dispelling darkness and deceit.

These Truth Domain Clerics act as the embodiments of honesty and integrity, striving to bring clarity and illumination to a world often shrouded in lies and deception. Whether they serve as spiritual guides, wise counselors, or unyielding defenders of truth, their pursuit of honesty remains resolute, and they inspire those around them to walk the path of righteousness.

Domain Spells

You gain domain spells at the cleric levels listed in the Truth Domain Spells table. See the Divine Domain class feature for how domain spells work.

Truth Domain Spells

Cleric Level Spells
1st comprehend languagescommand
3rd zone of truthdetect thoughts
5th speak with deadtongues
7th divinationcompulsion
9th communescrying

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons, heavy armor, and the Insight skill.

Divine Revelation

At 1st level, you can unravel lies and deceit with your divine insight. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). As a bonus action, you must choose one creature that you can see within 30 feet. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is compelled to reveal what they are trying to hide for the next minute. This effect breaks through any magical or mundane attempts at deception, and the target must answer questions honestly and truthfully during this time. The uses of this ability renew after a long rest.

Channel Divinity: Unmask Illusion

Starting at 2nd level, as an action, you can use your Channel Divinity to reveal illusions and hidden truths. Choose one creature or object within 60 feet that you suspect to be an illusion or magically concealed. The target makes a Wisdom saving throw against your spell save DC. On a failed save, illusions and magical disguises affecting the target are dispelled, invisible creatures or objects become visible, and shapeshifters, polymorphed creatures, or creatures under the effect of the seeming spell have their true form revealed for 1 minute.

Channel Divinity: Aura of Truth

At 6th level, you can project an aura of truth as an action. Create a 30-foot aura centered on yourself that lasts for 10 minutes. While within the aura, allies gain advantage on Wisdom (Insight) checks, and enemies have disadvantage on Charisma (Deception) checks.

Divine Strike

At 8th level, infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a weapon attack, you deal an extra 1d8 radiant damage. At 14th level, the extra damage increases to 2d8.

Avatar of Truth

At 17th level, as an action, you assume the form of an embodiment of truth for 1 minute:

  • You have resistance to all damage.
  • When making an attack roll, ability check, or saving throw, roll a d4 and add the number rolled to the result.
  • Your weapon strikes deal an additional 3d8 radiant damage.
  • An aura of divine truth emanates from you in a 30-foot radius. Within this aura, all illusions, regardless of their source or power, are revealed to be fake. Creatures and objects under the effects of illusions or disguises are exposed, and invisible creatures and objects become visible. Additionally, creatures that attempt to deceive others within the aura have disadvantage on Charisma (Deception) checks.

Once used, this feature requires a long rest before using again.

Truth Domain Image

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