Friday, October 31, 2025

Knowledge Domain Cleric

 So far the only 2014 PHB subclass that didn't make it into the 2024 book that has now been republished. We haven't even gotten a UA version of a new Nature or Tempest Domain. While the addition of fourth (and even third in some cases) subclasses for each class in 2024 outweighed the 7 Cleric and Wizard subclasses dropped, I can imagine that fans of Knowledge, Nature, Tempest, Transmutation, Conjuration, Enchantment, and Necromancy might have been disappointed.

Well, we have the new Knowledge Domain now. Let's take a look:

Domain Spells:

1st: Command, Comprehend Languages, Detect Magic, Identify

2nd: Detect Thoughts, Mind Spike

3rd: Dispel Magic, Nondetection, Tongues

4th: Arcane Eye, Banishment, Confusion

5th: Legend Lore, Scrying, Synaptic Static

    You'll notice that there are more spells on this list than you typically get with domain spells (usually just two per spell level 1-5). Odd to me that you get 4 1st level spells and just 2 2nd level. There's a ton of utility here - lots of good ritual spells that you might otherwise rely on a Wizard to cast (because they don't need them prepared as long as they've got them in their spellbook). Outside of utility, you have a few good combat spells - Command is deceptively powerful, Banishment is a great crowd control spell (and can end a fight against a fiend, elemental, fey, etc.) Synaptic Static is a wonderful poor-man's Fireball (the only thing Fireball has over it is the lower level).

Level 3:

Blessings of Knowledge:

You gain proficiency with one type of Artisan's Tools of your choice, and you get proficiency and expertise in two of your choice of Arcana, History, Nature, or Religion.

    While you might consider this a ribbon feature, it's quite a generous one - three proficiencies, two of which become expertise? If you're a Thaumaturge (which I assume most Clerics go with) you will likely be better at Arcana than a Wizard (if that's what you choose).

Mind Magic:

As a magic action, you can expend a Channel Divinity use to cast a Divination spell on the Knowledge Domain Spell list without a spell slot or material components.

    So: free spells, basically. The only real combat spell within this list is Mind Spike, but notably, there's no limit on the spell's level for this feature, so you can cast Legend Lore and Scrying with naught but a Channel Divinity, which is pretty cool. Some of these are ritual spells, of course, so it's less exciting in those cases.

Level 6:

Unfettered Mind:

You gain telepathy out to 60 feet. You can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum 1). Additionally, you gain proficiency in Intelligence saving throws, or another saving throw you lack proficiency with if you already have it.

    Int saves are rare, but it's still nice to have (screw you, Mind Flayers!) The telepathy's range isn't enormous, but large enough for most purposes, and I'd rule you could use this to make yourself a kind of telepathic hub so that the party can all speak together when near you.

Level 17:

Divine Foreknowledge:

As a bonus action, you can give yourself Advantage on all d20 tests for one hour. You can use this once per long rest, or you can regain a use of it by expending a 6th level spell slot or higher.

    My initial thought was that this was just Foresight, which is a 9th level spell. But Foresight lasts longer and also imposes disadvantage to attackers. This is a little more reined it. It's very simple, but I think it can be quite powerful - though it would be more powerful if you could bestow this upon others. Still, a nice feature to use in the day's most serious situation.

Overall Thoughts:

This isn't a flashy subclass. I'm too lazy to take out the 2014 version and compare it all, but I think it got an extensive overhaul. The old version, as I recall, made you a bit of a Sherlockian detective, and one who could blow through a mystery plot the DM had prepped for weeks. This one feels like a solid utility player, bringing a lot of helpful stuff without being overpowered in combat.

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