Cleric
Base Class: Cleric

Not all knowledge should be found. There are some places, some eldritch whispers, which should be forgotten. These untellable truths about the world will be hunted by dark forces. The Clerics who devote themselves to Secrets safeguard this knowledge, either to present it to a shadowy deity or to prevent the knowledge from falling into the hands of the unjust. Secrets Clerics are often unreadable, mistrustful and decisive.

 

Divine Secrets

Starting at level 1, you gain the ability to communicate telepathically with any number of creatures that you can see within 30 feet. The creature must be able to speak at least one language, but you do not have to share a language with it. An unwilling creature may resist your mental communication by making a Wisdom Saving throw against your Cleric save DC, repeating the save at the end of each turn you are communicating with them.

 

Channel Divinity: Secret Preservation

As an action, you can touch your holy symbol and use your Channel Divinity to target a willing creature that you can see within 60 feet of you (you can include yourself). At 6th level you can select one additional creatures, at 18th level you can select up to three. (Character Level not Cleric Level)

Each selected creature gains temporary hit points equal to your cleric level + your Wisdom Modifier. If any selected creature is at 0 hit points, they instead regain the same amount of hit points.

 

Channel Divinity: Eye of the Seeker

As an action, you may present your holy symbol to attune your senses to those that may not be. You gain the benefits of the See Invisibility spell. In addition, you gain advantage on Intelligence (Investigation) checks.

 

Mire the Mind of the Wicked

Starting at 8th level, as a reaction, you can cause any creature that is about to make a Wisdom, Intelligence, or Charisma saving throw disadvantage for that check. You may do this once per long rest.

 

Martyr of Secret Knowledge

At 17th level, your ability to gain and preserve magical secrets is taken further in service of your deity. You are able to cast the spells Alter Self and Invisibility (self only) at will. In addition, you can double your proficiency modifier on any Intelligence (Arcana), Intelligence (History) or Intelligence (Religion) checks in any matter that relates to obscure knowledge.

 

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