Base Class: Cleric
Clerics of the master's domain are devoted to an unusual variant of a creator god: an involved one. To them, the world is not an abandoned creation of some distant, omnipotent craftsman: it is in a constant state of being created. When one turns over a leaf, the underside has been crafted fresh. When one uncovers the long lost temples of some forgotten age, its ancient walls have been made personally for its new beholder. And to them, the greatest gift one can give such a creator is to set forth on adventure, seek out the unseen, and pursue as much untouched ground as possible.
Level 3: Meta-Divination
Starting at 2nd level, you can use your Channel Divinity to harness the knowledge of your deity. As an action, you present your holy symbol and speak the name of a monster. You learn all of the information contained within its monster stat block, and whether any such monsters are within 30 feet of you.
Level 3: Master's Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Masters Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Identify, Detect magic, Find traps, Knock |
| 5 | Dispel magic, Glyph of warding |
| 7 | Divination, Mordenkainen's private sanctum |
| 9 | Legend lore, Bigby's hand |
Level 3: Weighted Dice
Beginning at 1st level, you may choose to gain advantage on any attack roll, ability check, or saving throw. You have two uses of this feature, and you regain them whenever you finish a short or long rest.
While you have no remaining uses of this feature, the DM can impose disadvantage on any attack roll, ability check, or saving throw. You then regain both uses use of this feature.
Level 3: Commune with player
Starting at 1st level, at the end of a long rest, your character may cast the augury spell without expending a spell slot. You as a player choose which omen your character sees, drawing upon any knowledge that you so wish.
Dungeon Mastery
Starting at 6th level, you gain the following benefits
- You have advantage on saving throws made to avoid or resist traps
- Whenever you roll an Investigation check to look for treasure or secret doors, treat a roll of 7 or lower as an 8.
- You gain proficiency with thieves' tools.
Level 17: Deity's Manipulation
Starting at 17th level, as a bonus action, you may force a creature within 30 feet of you to make a Charisma saving throw. On a failed save, you briefly take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.
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Posted Aug 13, 2025are you happy now dark?