Base Class: Cleric
Gods of the secrecy domain preside over hidden knowledge and mystery, as well as all which is forgotten, unseen and unheard. Some also claim dominion over aspects of life such as darkness, deception and occultism.
Clerics of this domain, sometimes referred to as “Whisperers” or “Divine Eyes”, search for secrets to guard or uncover, and often move through political circles, ancient ruins, vast libraries, and criminal networks, as they understand that secrets can often be worth more than their weight in gold.
Bonus Proficiencies
Beginning when you choose this domain at 1st level, you gain proficiency in the Charisma (Deception) and Wisdom (Insight) skills.
Sense Secrets
Also at 1st level, your senses are fine-tuned to things hidden and secret. As an action, you can detect the presence of any hidden or invisible creatures, concealed objects, such as doors or traps, as well as any secret symbols or messages within 30 feet of you, provided you aren’t blinded or deafened. You know which of those you detect, but not its exact direction or distance from you. In addition, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make to discover an object or creature you’ve detected through this feature.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Domain Spells
You gain domain spells at the cleric levels listed in the Secrecy Domain Spells table. See the Divine Domain class feature for how domain spells work.
Secrecy Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | disguise self, illusory script |
| 3rd | detect thoughts, silence |
| 5th | nondetection, tongues |
| 7th | arcane eye, greater invisibility |
| 9th | modify memory, seeming |
Channel Divinity: Uncover the Untold
At 2nd level, you can channel divine energy to reveal hidden truths. As an action, you can spend a use of your Channel Divinity feature to force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failed save, you magically learn one of the following facts about the creature:
- You learn something that angers or frightens it.
- You learn if it is in its original form, or if its form has been changed or disguised, such as via a special trait or a spell.
- You learn its greatest desire.
- You learn its current disposition towards you (friendly, neutral or hostile).
- You learn another secret, determined by the GM.
Regardless if the creature succeeds on its save or fails, it remains unaware that you attempted to reveal one of its secrets. You can only target the same creature with this feature successfully once per long rest.
Channel Divinity: Divine Shroud
At 6th level, you can call upon your deity to conceal your divine magic. As part of casting a cleric spell, you can spend a use of your Channel Divinity feature to ignore any vocal or somatic components.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Clandestine Saint
At 17th level, you’ve become a paragon of subterfuge and veracity. You gain the following benefits:
- You gain 30 feet of truesight.
- Your thoughts cannot be read against your will, and a creature cannot speak to you telepathically unless you allow it.
- You cannot be forced to tell the truth, via magic or any other means. In addition, any spell or effect used to determine whether you are lying or not indicates you’re being truthful if you so choose, no matter what you say.
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