Cleric
Base Class: Cleric

Gods of knowledge, including Gilean, Thoth, Athena, Odin, Oghma and Boccob, value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, others promote the practical knowledge of craft and invention, while some hoard knowledge and keep its secrets to themselves. Many promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse and encourage the study of esoteric lore, collecting old tomes, delving into ancient and secret ruins and generally learning all that they can about existence.

Domain Spells

You gain domain spells at the listed levels.

Cleric Level

Spells

1st

comprehend languages, identify

3rd

augury, suggestion

5th

clairvoyance, nondetection

7th

arcane eye, confusion

9th

modify memory, scrying

Blessings of Knowledge

Beginning when you first choose this domain at 1st level, you gain proficiency with one skill of your choice amongst the Arcana, History, Nature or Religion skills.

Furthermore, you gain a bonus to all Intelligence skill ability checks equal to your Wisdom modifier.

Stolen Secret

Also at 2nd level, you learn two cantrips, from any class’ spell list. It counts as a cleric spell for you, but it doesn't count against your number of cantrips known. 

Channel Divinity: Uncover Thoughts

Starting at 2nd level, you can use your Channel Divinity to read a creature's thoughts. As an action, choose one creature that you can see within 60 feet of you, expending your Channel Divinity. For up to 1 minute, for as long as the creature has an Intelligence score of 3 or higher, you can read their thoughts. You initially learn the surface thoughts of a creature, what is lost on its mind in that moment. As part of the same action, you can choose to either Probe or Connect, causing the creature to make a Wisdom saving throw. On a successful save, the creature is aware of your probing and the effect ends on the creature on a success. Once a creature succeeds on this saving throw, it can’t be affected by this feature again until they finish a long rest.

On a failed save, if you choose to Probe, you delve deeper into the creature’s mind. You gain insight into its reasoning, its emotional state, and something that looms large in its mind. The target knows you’re probing deep into their mind this way. At DM’s discretion, you may even view one of the target’s memories.

Alternatively, on a failed save, if you chose to Connect, you passively and noticeably link your mind to the creature’s, feeding on their thoughts to dictate your actions. For the duration, the creature has disadvantage on attack rolls against you and you have advantage on saving throws caused by the creature against you.

Illuminated Erudution

At 6th level, your connection to knowledge, your own mind and secrets grants you the following features:

Additional Languages. You learn two languages of your choice.

Knowledge of the Ages. As an action, you can choose a tool or skill you don’t have proficiency with. For 10 minutes, you gain proficiency in it. You can use this feature once, regaining the ability to use it again when you finish a short or long rest. 

Timeless Mind. Your dreams, memories, or thoughts cannot be altered magically, and your thoughts can't be read unless you allow it.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Seer

By the time you’ve reached 17th level, your ability to gain knowledge becomes unparalleled. 

Whenever you use your Channel Divinity: Uncover Thoughts to either Connect or Probe to a creature, instead of forcing only the initial target of the effect to make the saving throw, you may choose the original target and up to two other creatures within 15 feet of the initial target to make the saving throw. They also become affected by the feature. 

Furthermore, you gain truesight up to a range of 15 feet. 

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