Cleric
Base Class: Cleric

Clerics of the Truth Domain prize honesty above all other virtues.

Truth Domain Spells
Cleric Level Spells
1st Detect Evil and Good, Hellish Rebuke
3rd Enthrall, Zone of Truth
5th Counterspell, Speak with Dead
7th Compulsion, Locate Creature
9th Geas, Legend Lore

Blessing of the Witness

Starting when you choose this domain at 1st level, you gain expertise in the Insight skill and you have Darkvision out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. Additionally, you can see through 5 feet of magical darkness.

Channel Divinity: Command Truth

Starting at 2nd level, you can use your Channel Divinity to compel a creature to speak the truth.

As an action, you choose one creature within 30 feet that can understand your speech. For 1 minute, or until you lose your concentration (as if you were concentrating on a spell), the creature cannot knowingly speak a lie and is compelled to accurately answer any questions asked of it. Additionally, the creature becomes visible if it was invisible and cannot willingly move more than 60 feet away from you for the duration. 

If you ask a question related to a creature's game statistics or abilities, the Dungeon Master is not required to provide a strict, numerical answer, but rather one that would be reasonable for the creature to understand.

Channel Divinity Upgrade: Admit Weakness

Starting at 6th level, after you use your Channel Divinity: Command Truth on a creature, you can use a bonus action to compel the creature to admit a weakness. Choose a damage type of your choice. The compelled creature becomes vulnerable to the next instance of that damage type it takes before the start of your next turn, or loses its resistance for the same duration if it was resistant. If the creature is immune to the damage type you chose, it remains immune.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with painful truths — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Voice of Righteousness

At 17th level, while you are above 0 hit points, all creatures of your choice within 30 feet of you that are reduced to 0 hit points or below but not killed outright are instantly stabilized and fall unconscious. If you are reduced to 0 hit points, move more than 30 feet away from an unconscious but stabilized creature, or have this feature be disabled by some other method, the creatures stabilized by this feature remain stabilized but no longer benefit from this feature.

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