Clerics who follow the domain of Inquisition seek the truth, delving into mysteries to discover whether miracles are real, whether heresy has been committed, and deeper truths of philosophy. They are investigators, interrogators, and scholars above all. Their keen minds are sometimes employed to solve mysteries, although evil-aligned inquisitors can be the architects of truly fiendish plots themselves.
Bonus Proficiencies From 1st level, you gain proficiency with Investigation and one skill from the following: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any checks made with these two skills. Compel Truth From 1st level, when you speak to someone, you have a way of ferreting the truth out of them, whether they want to or not. If you make a successful Deception, Insight, or Persuasion check against a creature, you learn a fact or secret about them that they wish to conceal - where they have hidden a weapon, how many allies they have with them, whether they believe in the truth of what they have said. You may use this ability a number of times equal to your proficiency bonus. Any expended uses are restored when you finish a short or long rest. Domain Spells Cleric level 1st: Command, identify Cleric level 3rd: Hold person, zone of truth Cleric level 5th: Dispel magic, speak with dead Cleric level 7th: Compulsion, locate creature Cleric level 9th: Legend lore, modify memory Channel Divinity: Reveal Truth Starting at 2nd level, you can use your Channel Divinity to counter illusions and lies. As a reaction when you or another creature you can see within 30 feet makes a saving throw against an illusion effect or an ability check against a deception, you present your holy symbol and utter a prayer of revealing. This saving throw or ability check is made with a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the saving throw or ability check was successful. Channel Divinity: Counter magics At 6th level, you can use your Channel Divinity to counter hostile magics. As a reaction when you see a creature within 60 feet of you casting a spell, you present your holy symbol and attempt to shut it down. Unlike the counterspell spell, you must make an ability check using your spellcasting ability, regardless of the spell's level. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Potent Cantrips Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Pierce Secrets At 17th level, your long experience allows you to see through any illusions or concealment. You gain truesight, with a range of 90 feet. In addition, any time you cast a spell of 1st level or higher and a creature fails its saving throw against the spell, you learn one secret from the creature, as if you had used compel truth on it. If a spell causes multiple creatures to fail saving throws, you may choose which creature's secret you learn. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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