Cleric
Base Class: Cleric

Clerics who are charged with keeping the community whole. They root out corruption zealously, and can smell lies on the wind. Whether in a specific place they call home, or travelling the world at large, these Clerics are a welcome force of positive change in dark times.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with the Insight and Persuasion skills.

Discern Weakness

Starting at level 1, you may use your Insight skill in combat to learn resistances and immunities an enemy possesses. When you deal damage with a spell of 1st level or higher, you may make an Insight check to discover if the target is resistant, immune, or weak to the damage type dealt. (DC equals 5 + target creature's CR.) Alternatively, you may use your action to target one creature within 15 feet, and learn all damage types it is resistant, immune, or weak against. (DC equals 10 + target creature's CR.)

Channel Divinity: Arbiter of Truth

Starting at 2nd level, you can use your Channel Divinity to create an area where lies cannot be spoken.

As an action, you present your holy symbol and evoke divine law that compels those nearby to tell the truth. Choose a number of creatures within 30 feet of you equal to your proficiency modifier, those creatures make a Charisma Save. On a failed save, a targeted creature can't speak a deliberate lie as long as you maintain concentration, up to a number of minutes equal to your proficiency modifier plus your wisdom modifier. If a creature moves more than 30 feet away the effect ends for that target.

Set Right

Beginning at 6th level, you can repair the substance of a creature or object you touch, restoring it's HP to maximum and removing any number of conditions from the target, once per day.

Potent Spellcasting

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

Verity Incarnate

Once per long rest you transform into an archon of truth and wholeness. As an action you change form, adding +4 to your AC. You being radiating a zone of truth out to 30 ft (DC 15 + Wisdom Modifier) which moves with you and effects targets the first time they enter the aura or if they end their turn there. In addition, you may use your bonus action to heal all allies or objects within 30 feet for 3d8 + your WIS mod each turn for 1 minute.

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