Skip to content

Subclass Cleric Knowledge Domain

yoonmoonsik edited this page Jul 2, 2026 · 7 revisions

What Is the Knowledge Domain?

The Knowledge Domain is a Cleric subclass built around skills, information, and psychic spells.

You gain Expertise in multiple 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.

Class Features

Progression Overview

LEVEL FEATURE
1 Blessings of Knowledge
3 Knowledge Domain Spells, Mind Magic, Skills Expertise
5 Knowledge Domain Spells (expanded)
6 Unfettered Mind
7 Knowledge Domain Spells (expanded)
9 Knowledge Domain Spells (expanded)

Level 1 Features

Blessings of Knowledge

At Level 1, you gain proficiency in two languages and proficiency in two of the following skills: Arcana, History, Nature, Religion. You also gain Expertise in those same two skills — doubling your proficiency bonus on those checks.

Level 3 Features

Knowledge Domain Spells

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.

Mind Magic

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.

Skills Expertise

At Level 3, in addition to the skills from Blessings of Knowledge, you choose 2 additional skills from any list and gain Expertise in them as well.

By Level 3, a Knowledge Domain Cleric can have Expertise in 4 skills.

Level 6 Features

Unfettered Mind

Knowledge_6_UnfetteredMind — the defining Level 6 feature of the Domain.

  • You gain proficiency in Intelligence saving throws
  • When you make an 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 and Skills Expertise, this closes the gap on every check: proficient knowledge skills get double proficiency, and everything else gets the half-Wisdom bonus.

Playstyle Summary

The Knowledge Domain is a psychic controller and skill powerhouse.

Your combat identity:

  1. Out-of-combat — Expertise in up to 4 skills covers most information and dialogue checks
  2. Opening turns — Detect Thoughts or Command to disrupt enemy action economy; Sleep against low-HP clusters; Calm Emotions to neutralize casters
  3. Mid-combat — Mind Spike to track invisible or hiding targets; Synaptic Static at Level 9 to impair an entire cluster's concentration and checks
  4. Mind Magic — spend Channel Divinity instead of a spell slot on Domain/Divination spells, preserving slots for other casts
  5. Late game — Dominate Person as an always-prepared control option

Clone this wiki locally