Base Class: Cleric
A pouch of coins changing hands in a dark alley. Whispers shared in the corner of a political gala. Corruption and falsehoods that run deep in scales both grand and subtle. Clerics of the Truth Domain seek to bring all these things to light and bare them to the world. They go by many names - Truth Seekers, Inquisitors, Flamebearers - but they all share a common goal. Like a candle in the darkness, bringing all evil to light and purging lies with truth is the purpose of every follower of the Truth Domain. It is not uncommon for these clerics to go on adventures to uncover a great darkness, perhaps after receiving a dream or vision, or to fulfill a mysterious prophecy.
Domain Spells
1st-level Truth Domain feature
You gain domain spells at the cleric levels listed in the Truth Domain Spells table.
Truth Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | faerie fire, identify |
| 3rd | detect thoughts, zone of truth |
| 5th | clairvoyance, tongues |
| 7th | arcane eye, divination |
| 9th | commune, dominate person |
Bonus Cantrips
When you choose this domain at 1st level, you gain the guidance and true strike cantrips if you don’t already know them. These cantrips don’t count against the number of cleric cantrips you know.
For you, neither cantrip requires concentration, and they have the following modifications: guidance has a range of 30 feet, a duration of instantaneous, a casting time of 1 reaction (which you take when a creature within range fails an ability check), and the d4 is added to the triggering ability check, potentially turning the failure into success; true strike has a range of 60 feet, a duration of 1 minute, and a casting time of 1 bonus action. The true strike spell ends early once you've made an attack roll against the targeted creature, or when you cast the spell again, and it can affect an attack made on the same turn the spell is cast.
Truth Seeker
Also at 1st level, you excel at keeping your wits about you and seeing things as they truly are. You gain expertise in the Insight skill if you do not already have it. You have advantage on saving throws against Enchantment and Illusion spells and similar magical effects.
Channel Divinity: Coerce Candor
Starting at 2nd level, you can use your Channel Divinity to extort truth from those with something to hide.
As an action, you can use Channel Divinity and present your holy symbol to extort truth from creatures within range. Creatures of your choice that you can see within 30 ft. of you must make a Wisdom saving throw against your spell save DC or be charmed or frightened (your choice) of you for 1 minute. While a creature is charmed in this way, it answers any question you ask of it truthfully to the best of its ability. While a creature is frightened in this way, it takes 1d8 psychic damage each time it tells a lie, which ignores resistance and immunity.
A hostile creature has advantage on the saving throw if you choose the charm effect. A charmed creature will know you charmed it when the effect ends, and may change how it treats you depending on how you treated it or what you asked while it was charmed.
Verity Challenge
Starting at 6th level, you can challenge a creature's words and their integrity. As a reaction, which you take when you hear a creature within 120 ft. of you say something you believe to be a lie, you can challenge the words you heard. If the creature was knowingly lying, they take 2d6 radiant damage in a flash of light and are immediately charmed or frightened (your choice), as if by your Coerce Candor feature, until the end of your next turn. If the creature was not knowingly lying, you take 3d12 radiant damage and are stunned until the end of the creature's next turn.
Before using this feature, you can choose to deal no damage to the other creature, regardless of the outcome. If you do, and you take damage from this feature, you are not stunned by this feature.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Axiom Revelation
Starting at 17th level, your discernment is nearly impossible to circumvent. You have truesight to a range of 300 ft. In addition, if you spend at least 1 minute interacting with a creature outside of combat, you can learn certain characteristics about that creature. For each minute spent, the DM tells you one of the following details:
- The creature's Intelligence score
- The creature's Wisdom score
- The creature's Charisma score
- Whether the creature is hiding an object it is carrying
- Whether the creature's mental state is stable
- If the creature is under a magical or spell effect
- If the creature is under a curse effect
- The creature's total class levels (if any)
Previous Versions
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5/7/2023 1:31:59 AM
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