KnowledgeCleric Divine Domain — D&D 5e
Knowledge Domain clerics are the library, not the front line — nearly every feature is about knowing things other people don't and turning that information into an edge, not about swinging a mace harder.
Divine Domain spells
Bonus Spells
Always prepared, and they don't count against your prepared total.
Level by level
Knowledge Features
Level 1 — Blessings of Knowledge
Two languages and expertise in a pair of knowledge skills means this cleric is the one who actually knows what the ruins on the wall say, no roll required half the time.
Level 2 — Knowledge of the Ages
A Channel Divinity option grants proficiency, or even expertise, with any skill or tool for ten minutes — the cleric can suddenly pick the lock or forge the document because the plot needs them to.
Level 6 — Read Thoughts
A second Channel Divinity option reads a target's surface thoughts and can follow up by planting a suggestion in their head, which is as much an interrogation tool as it is a combat one.
Level 17 — Visions of the Past
Touching an object or standing in a location can trigger a vision of recent events tied to it, turning the cleric into a walking crime-scene investigator.
Swear the Oath
Everything on this page travels with you — class and subclass arrive pre-filled. One click from build to finished character.
Forge a Knowledge Cleric