Knowledge Domain
The gods of knowledge value learning and understanding above all else. Some teach that knowledge is to be gathered and shared in libraries and universities, while others maintain that knowledge is best kept secret and used to manipulate others. Clerics of this domain study esoteric lore, collect old tomes, delve into forgotten ruins, and view the acquisition of experience as one of life's greatest treasures.
Knowledge Domain Table:
| Level | Subclass Features Gained |
|---|---|
| 1st | Blessings of Knowledge, Domain Spells |
| 2nd | Channel Divinity: Knowledge of the Ages |
| 6th | Channel Divinity: Read Thoughts |
| 8th | Potent Spellcasting |
| 17th | Visions of the Past |
Subclass Features
Blessings of Knowledge
1st-level Knowledge Domain feature
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Domain Spells
You gain domain spells at the cleric levels listed below. See Divine Domain for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | command, identify |
| 3rd | augury, suggestion |
| 5th | nondetection, speak with dead |
| 7th | arcane eye, confusion |
| 9th | legend lore, scrying |
Channel Divinity: Knowledge of the Ages
2nd-level Knowledge Domain feature
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For the next 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts
6th-level Knowledge Domain feature
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on its saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, 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 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Potent Spellcasting
8th-level Knowledge Domain feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past
17th-level Knowledge Domain feature
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, information-laden visions of the last 24 hours related to either the object you hold or the location where you are meditating.
You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.