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Subclass Cleric Knowledge Domain
The Knowledge Domain is a Cleric subclass built around skills, information, and psychic spells.
You gain Expertise in skills, access to psychic spells, and at Level 6, Intelligence save proficiency plus a bonus to non-proficient checks.
This is a full progression subclass with features at Levels 3, 5, 6, 7, and 9, and a spell list that includes two spells — Mind Spike and Synaptic Static — that no other Cleric Domain can access.
Since Domains are chosen at Cleric Level 3, all of this subclass's baseline features (Blessings of Knowledge, Mind Magic, and your skill Expertise) are granted together at Level 3 — there is no separate Level 1 tier.
| LEVEL | FEATURE |
|---|---|
| 3 | Knowledge Domain Spells, Blessings of Knowledge, Mind Magic |
| 5 | Knowledge Domain Spells (expanded) |
| 6 | Unfettered Mind |
| 7 | Knowledge Domain Spells (expanded) |
| 9 | Knowledge Domain Spells (expanded) |
Your Domain grants an expanding spell list that is always prepared and doesn't count against your limit:
| CLERIC LEVEL | SPELLS ADDED |
|---|---|
| 3 | Calm Emotions, Detect Thoughts, Mind Spike, Command, Sleep |
| 5 | Counterspell, Blink, Speak with Dead |
| 7 | Banishment, Confusion |
| 9 | Dominate Person, Synaptic Static |
12 spells total — and two of them, Mind Spike and Synaptic Static, are exclusive to this Domain. No other Cleric subclass gets access to them as Domain spells.
Mind Spike (Level 2) deals psychic damage and reveals the target's location — it cuts through invisibility and hiding. Synaptic Static (Level 5) is a psychic explosion that impairs concentration and forces a penalty die on all subsequent ability checks. Both are exclusive Domain spells for this subclass.
You gain proficiency and Expertise in two skills of your choice from Arcana, History, Nature, and Religion. There is no separate proficiency step and no skills beyond those two.
A toggleable ability gained at Level 3. While toggled on, you can expend one use of your Channel Divinity to cast a Knowledge Domain or Divination school spell without expending a spell slot.
The defining Level 6 feature of the Domain.
- You gain proficiency in Intelligence saving throws
- When you make a skill check or a raw ability check using a skill or ability you are not proficient in, you add half your Wisdom modifier to the roll
Combined with Blessings of Knowledge, this closes the gap on every check: your two Expertise skills get double proficiency, and everything else gets the half-Wisdom bonus.
The Knowledge Domain is a psychic controller and skill specialist.
Your combat identity:
- Out-of-combat — Expertise in your two chosen knowledge skills covers the information checks, with Unfettered Mind's half-Wisdom bonus covering everything else from Level 6
- Opening turns — Detect Thoughts or Command to disrupt enemy action economy; Sleep against low-HP clusters; Calm Emotions to neutralize casters
- Mid-combat — Mind Spike to track invisible or hiding targets; Synaptic Static at Level 9 to impair an entire cluster's concentration and checks
- Mind Magic — spend Channel Divinity instead of a spell slot on Domain/Divination spells, preserving slots for other casts
- Late game — Dominate Person as an always-prepared control option
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