The Knowledge Domain Cleric subclass is a potent new option all about the power of the mind. Weirdly psionic, it’s got some cool new toys.
Clerics are one of the stronger overall classes in D&D. Between their spellcasting and ability to channel divinity for various effects, they’ve got a lot going for them. In a lot of ways, a Cleric’s subclass is icing on the cake. But icing is delicious, and if you had a cake without it, you’d think it was weird. And the Knowledge Domain Cleric offers up some tasty flavor for the icing.
This has always been a sort of Arcane-focused/themed subclass. Clerics of the Knowledge Domain might be followers of Ioun, Oghma, or Gond. But as you’ll see in Heroes of Faerun, now it gets a little more mental. If you pick this subclass, you’ll enhance the power of the mind, and that means access to spells with psionic flavor like Mind Spike, and the ability to cast spells without needing components. All of these characteristics add up to a subclass with some fairly versatile tools for players going for a spellcasting-focused Cleric.
Knowledge Domain Clerics – Putti g The Mind Into Matter
First things first, what does it mean to be a Knowledge Domain Cleric? According to the new sourcebook, Heroes of Faerun, it means valuing learning and understanding above all:
“Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.”
Your journey towards esoteric understanding begins at level 3, with the Blessings of Knowledge feature. This gives you proficiency with a set of Artisan’s Tools, but more than that, you get Expertise with two skills from Arcana, History, Nature, or Religion. Not a bad little ribbon.
But where the subclass really starts to come into its own is with a combo of its two other level 3 features. First we have to talk about Knowledge Domain Spells. Spellcasters always get an extra suite of spells they have access to at all times without having to prepare them. They add flexibility to a list, and often pull in spells from other classes. And that holds true here, where we start to see the psionic side of the Knowledge Domain Cleric.
On this list of spells are a lot of Divination spells, including Detect Thoughts and Mind Spike at early levels. And at higher levels, Arcane Eye, Scrying, and Legend Lore. Not only do these expand the utility of the Knowledge Domain Cleric spell list, but they also give you some new offensive options. But most importantly, it gives you a suite of divinations you’ll always have prepared.
That last part is especially important, because the other part of the combo, Mind Magic specifically works with the Divination spells on your subclass spell list. You can Channel Divinity as a Magic Action to cast one of the aforementioned Divination spells without needing any resources. No Material components, and more importantly, no spell slots. So that’s basically two free spells per day to start with. And it cuts out the expensive material cost of the higher level spells, too.
Higher Level Knowledge
At higher levels, you gain even more mental might. Starting at level 6, when you unlock Unfettered Mind. Unfettered Mind lets you function as a telepathic hub for the party. You gain telepathy out to 60 feet, and whenever you use it, you can simultaneously contact a number of creatures equal to your Wisdom modifier. Plus, you gain proficiency in Intelligence saving throws. It’s less useful in that there aren’t many Intelligence saves out there, but the ones that are are almost always ones you’ll be glad to have proficiency for.
And for a capstone, if you make it all the way to level 17, you’ll gain the Divine Foreknowledge feature. It’s not bad, but not great. You get to expand your knowledge to perceive the future. And in game terms, that means you get Advantage on all attack rolls, ability checks, and saving throws for an hour. You can do that as a Bonus Action once per long rest. The trick will be knowing where and when to use it, because you can regain use of it by spending a 6th-level spell slot, but that doesn’t necessarily seem worth it.
All in all, an interesting (and powerful) new option for Clerics wanting to add some knowledge and a lot of Divination to the party. You can check out the Knowledge Domain Cleric subclass, plus seven others right now in Heroes of Faerun, which is on D&D Beyond and in stores now.
Mind over matter implies that power is a fraction.
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