Base Class: Cleric
The Truth domain is concerned with discovering the true meaning of the cosmos through faith and through action. Gods of truth can be cold and calculating, keepers not necessarily of knowledge but of a fight against falsehood like a candle's flame burning against the darkness. Clerics of truth have pledged to be that flame that lights the way for all beings of intelligence to march forward. Some truth clerics have dedicated their lives to wandering the land to learn as much as they can, before settling down to teach their revelations to others. Others are discontent to take as passive a role and actively fight misinformation and the repression of the truth, becoming rebels and freedom fighters. Some followers of the path of illumination have decided to take the faith to simply learn the truth of who they are.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with insight and history.
Eyes Unclouded
Your connection to the true way of the universe prevents secrets and deception from clouding your vision. Lost and hidden objects are made clear to you, lies are made plain, and complex forgeries seem as paltry imitations in your eyes.
Once per day you can use this feature to gain advantage on Investigation, Insight and Perception checks made to locate or detect hidden or lost objects, determine if you're being lied to or deceived, or to determine whether an object is a forgery or designed to do something other than it's obvious function.
This effect lasts for ten minutes, and can only be used again after taking a long rest.
Channel Divinity: Interpret the Signs
Starting at 2nd level, you can use your Channel Divinity to ask a question of your patron deity.
You conduct an hour-long ritual in which you may ask your patron deity one singular question. The question may be as open-ended or specific as you wish, but the deity does not have to answer, may withhold certain information, or answer cryptically, but must answer truthfully. Asking the question puts you immediately into an hour-long trance in which you see the answer from your deity in the form of visions. The ritual requires a sacrifice worth 10 gp to conduct.
Analytical Eye
Beginning at 6th level, your grasp is tightening on the universal truths that bind all living things together. Even a passing glance can offer insights into the backgrounds and motivations of others; even their weaknesses.
As a bonus action you can use one of the following abilities:
-Force a creature you can see to make a wisdom saving throw versus your Analytics DC. On a failure you learn that creature's AC, if it has any resistances or weaknesses, and the next attack made on you by that creature has disadvantage
-When listening to a creature within earshot, make an insight check versus your Analytics DC. On a success, you learn the creatures AC, whether it is alone, what weapons and equipment it is carrying and whether it is telling the truth or not.
Analytics DC = 8+WIS MOD+PROFICIENCY
Guided Hand
At 8th level, your blows are guided by a divine touch to where they can do the most damage. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Virtuous Honesty
The act of lying in your presence becomes an act of blasphemy towards your patron but this is hardly an issue as you exude an aura of such honesty that other creatures in your vicinity feel more able to confide and trust in you.
As an action, you can create an aura with a 30ft radius centered on yourself in which truth and honesty prevail. All charisma checks made by you on creatures within this aura have advantage, and any creature that willingly tells a lie must make a wisdom saving throw to avoid becoming visibly sick from the act. This aura lasts for 10 minutes and cannot be summoned again until after a short or long rest.
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