
The Knowledge Domain holds all training and insight sacred. Clerics that follow this domain are encyclopedias of facts and information that could be useful at any time.
Athena is the primary goddess of knowledge on Olympus. She is the goddess of wisdom and cleverness. People petition her for aid when they’ve encountered complex problems to work out.
The Muses also act as goddesses of knowledge. Specifically, Clio the Muse of history and Urania the Muse of astronomy. In those domains their intelligence reigns supreme.
Indicate Weakness
Level 3: You examine your foe and identify their proverbial soft underbelly. As a Magic action, you expend a use of your Channel Divinity and describe a weakness in the armor of a creature within 30 feet that you can see. Your allies that heard your description gain Advantage on attacks against the target until the start of your next turn. The first attack that hits the target before the start of your next turn deals an extra 1d6 damage. The extra damage’s type is the same as the weapon’s type used for the attack.
The bonus damage increases by an additional d6 when you reach Cleric levels 7 (2d6) and 15 (3d6).
Knowledge Domain Spells
Level 3: Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3 | Comprehend Languages, Detect Evil and Good, Detect Magic, Identify, Locate Object, See Invisibility |
| 5 | Clairvoyance, Tongues |
| 7 | Arcane Eye, Divination |
| 9 | Legend Lore, Scrying |
Esteemed Colleague and Scholar
Level 3: You gain proficiency with two of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. Additionally, you can take the Study action as a Bonus Action.
Predictable Outcome
Level 6: Probabilities allow you to predict the flow of combat and respond immediately to dangers. You always have the Cure Wounds and Protection from Energy spells prepared. When an ally within reach is about to take damage, you can take a Reaction to cast Cure Wounds or Protection from Energy on them.
Law of Averages
Level 17: You know how things will play out and always get the optimal result. When you roll a D20 test, you can treat a roll of 9 or lower as a 10. Additionally, when you roll dice as part of a spell’s effect, any dice result that is less than half of the die size can be treated as if they are half their size (for example, a 1, 2, or 3 on a d8 becomes a 4). You can use this feature only once per turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.






