Knowledge Domain 5e: Gods Of Knowledge

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According to sources, the Knowledge domain 5e was a heavenly deity domain among the gods of knowledge. It granted divine spellcasters like clerics with spells and powers to obtain knowledge in various fields.

According to sources, the Knowledge domain 5e was a heavenly deity domain among the gods of knowledge. It granted divine spellcasters like clerics with spells and powers to obtain knowledge in various fields.

Some teach that knowledge should be collected in libraries and universities and promote practical knowledge of craft and invention.

Some gods store knowledge and keep their secrets. And some promise their followers that they will gain tremendous power if they uncover the secrets of the multiverse

In Amonkhet, knowledge is the second quality of society. The work of Cephanet is to convey this teaching of the Lord Pharaoh and clarify its meaning.

He teaches that life after death will be settled only by those who have demonstrated by their ingenuity that they are qualified to live in the glorious presence of God-Pharaoh.

He trains Kalai and challenges his mental capacity to push his limits and increase his power.

Knowledge cleric 5e deities (Gods of Knowledge):

The list given below includes all the gods of knowledge as known according to sources:

  • Alathrien
  • Druanna
  • Angharradh
  • Annam All-Father
  • Araleth Letheranil
  • Celestian
  • Grumbar
  • Milil
  • Kirith Sotheril
  • Asmodeus
  • Azuth
  • Deep Sashelas
  • Deneir
  • Merrshaulk
  • Dugmaren
  • Brightmantle
  • Dumathoin
  • Waukeen
  • Gwaeron Windstrom
  • Gond
  • Ilsensine
  • Jergal
  • Labelas Enoreth
  • Melira Taralen
  • Memnor
  • Mystra (Midnight)
  • Mythrien Sarath
  • Odin
  • Oghma
  • Sardior 
  • Savras
  • Sehanine Moonbow 
  • Selûne 
  • Shar 
  • Siamorphe 
  • Skoraeus
  • Stonebones 
  • Sseth 
  • Thoth 
  • Tyr 
  • Urogalan 
  • Vecna 
  • Waukeen

Cleric Knowledge Domain (Powers)

After the wild spell of the year 1372 AD, clerics with this domain could study all areas of knowledge. He also took spells from the divination school with more force.

After the second split from the DR of 1480, clerics in the knowledge field could learn two additional languages ​​and study in two areas of knowledge. He also gained access to the knowledge of the ages and read the powers of thought.

5e Knowledge Domains (Spells)

After 1372 Dr., as they advance, a priest of this domain can find hidden passages, explore the mind, read thoughts, see from afar, or explore the secret door. Can hear / know the results of future actions with the ladder.

Seeing things as they really were, they find the most direct path to find their way, they learn stories with legends, they find the exact location of something or someone with an exact location, and In the end he gets the sixth sense of imminent danger with foresight.

After the RD of 1480, the clerics who chose this domain were given free access to Command, Identity, Agur, Suggestion, Miss, the Dead to Speak, Archaean Eyes, Confusion, Legend, and Scrutiny Mantra.

1372 DR, clerics with this domain can study all areas of knowledge. Apart from this, Lanjarot Mantra of Divyang School is also strong.

After the second separation from the DR of 1480, clerics in the knowledge field can learn two additional languages ​​and study in two areas of knowledge. We also gained access to the knowledge of the ages and gained powers of thought.

Knowledge Domain 5e: Blessings of wisdom

At the first level, you learn two languages ​​of your choice. He is skilled at choosing two of the following abilities: mystical, history, nature, or religion.

Your skill bonus doubles for any skill check you make that uses any of those skills.

Knowledge Domain 5e: Knowledge of the Ages

Starting on the second level, you can use your channel divinity to reach a divine well of knowledge. As a verb, you choose a skill or tool. For 10 minutes, you have mastery of the chosen skill or equipment.

5e knowledge domain: Reading Thoughts

knowledge domain 5e

At 6th level, you can use your channel divinity to read the creature’s thoughts. You can then use your access to the creature’s mind to order it.

As an action, choose a creature that you can see within a radius of 60 feet. That creature should make an intelligence saving throw. If the creature succeeds in saving throws, you cannot use this feature until you take a long rest.

If the organism cannot save it, you can read your superficial thoughts (the most important ones in your mind, reflecting on its current feelings and what it is actively thinking) when it is in your 60 feet Happens inside. This effect lasts for 1 minute.

During that time, you can use your action to eliminate this effect and place a hint spell on the creature without spending a spell slot. The target automatically misses his saving throw against the spell.

Knowledge Cleric 5e: Powerful spell casting

Starting at eighth level, you add your Wisdom Modifier to the damage you do to any cantrip cleric.

5e knowledge Domain: Past visions

Starting at level 17, you can summon scenes from the past that relate to you or the environment around you. You spend at least 1 minute in meditation and prayer, and then you get a glimpse and shadow of recent events. You can meditate in this way for several minutes equal to your IQ score, and you should concentrate during that time, as if you were performing a spell.

Once you use this feature, you will not be able to use it again until you complete a short or long break.

Knowledge Domain 5e: Reading objects

While meditating, you can see the previous owner of the object. After meditating for 1 minute, learn how the owner has acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the item was owned by another creature in recent times (within days equal to its IQ score), it may take an additional 1 minute for each owner to learn similar information about that creature.

5e knowledge domain: Reading area

Knowledge domain 5e: As you meditate, you’ll see visions of recent events (one room, street, tunnel, clearing, or the like, up to a 50-foot cube) in your vicinity, which will go back several days to equal your wizard score. . For each minute you meditate, you learn about an important event, which begins the most recent. Important events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they can also include more worldly events that are important in your current situation.

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FAQ’s

What is the Knowledge Domain?

According to sources, the Knowledge domain was a heavenly deity domain among the gods of knowledge. It granted divine spellcasters like clerics with spells and powers to obtain knowledge in various fields.

What is the ideal of knowledge domain 5e

The Knowledge Domain encourages you to invest the best in your ability of Intelligence. It is because if you want to be a wise cleric that knows many arcane mysteries of the world, it only makes sense when you have a high Intelligence.

What 5e book is the knowledge domain in?

The knowledge domain is there in the PHB i.e, The Player’s Handbook on p59…

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