Cleric
Base Class: Cleric

Clerics of the Domain of Discovery are the chosen of the Gods of Knowledge, Exploration or Creation. These deities and their followers value learning and understanding, but will differ on the ideal route to its acquisition. Some gods favour focused study in libraries, archives, or other institutions, others encourage independent experimentation, and invention, and still others demand extended travel and exploration to learn from remote and isolated peoples or novel locations no scholar as yet seen or experienced. Individuals, orders and cults dedicated to these deities may seek power through knowledge, may believe knowledge must be shared with the people for a common good, or may value knowledge as an end in itself.

Level 3: Studious Knowledge

You gain proficiency in two skills from:ArcanaHistoryInsightInvestigationMedicineNature, or Religion, and expertise in one skill of your choice. You can change one of these choices whenever you finish a short or long rest.

Level 3: Discovery Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Discovery Domain Spells table, you thereafter always have the listed spells prepared.

Discovery Domain Spells
Cleric Level Prepared Spells
3 Identify, Comprehend Languages, Enhance Ability, See Invisibility
5 Fly, Speak with Dead
7 Arcane Eye, Confusion
9 Creation, Teleportation Circle

Level 3: Read Thoughts

As a Magic Action, you can expend a use of your Channel Divinity to read the mind of another creature that you can see within 60 feet of you. The target makes a Wisdom saving throw, on a failure you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 hour.

While you are reading a creature's thoughts you gain the following benefits:

  • The target has disadvantage on saving throws against your spells.
  • The target has disadvantage on attacks against you.
  • You have advantage on Charisma checks against the target.
  • You have advantage on attacks against the target.
  • The target gains no benefits from being invisible or otherwise unseen by you.

 

Level 6: Object Reading

You can cast legend lore on any object you can see or touch without expending a spell slot or using material components, you learn the creator of the object as part of casting this spell. Once you obtain information using this spell, you cannot cast it again until you finish a long rest.

Level 17: Visions of the Past, Present, and Future

You gain the following benefits:

Past: You can meditate in a trance-like state for up to 10 minutes to gain a glimpse of the most recent significant event that occurred in a 50 foot emanation around you. You witness the event for the same time you spend meditating. You are incapacitated while you mediate in this way. Once you use this ability you cannot use it again until you finish a short or long rest.

Present: You can cast scrying as if you had Extensive knowledge of the target regardless of your actual information about the target. Once you cast this spell, you cannot cast it again until you finish a long rest.

Future: Creatures automatically fail the save against your Read Thoughts Channel Divinity (Legendary Resistance still allows it to succeed).

 

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