Truth Domain (5e Subclass)

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Truth Domain[edit]

Cleric Subclass

Clerics of the truth domain draw out the truth from creatures to free them of some burden or use it to their advantage. These clerics may use extreme measures to draw out the truth, like confiscating valuable items or using divination spells to peer into the mind of a liar. Clerics of truth strive to be honest and forthright with the truth, even if it may be against their interests, and would never knowingly tell a lie. Clerics that follow this domain may worship a god like Savras, god of divination and fate; Torm, god of duty, loyalty, and righteousness; or Oghma, god of knowledge and intervention.

Truth Domain Spells
Cleric Level Spells
1st Morgrave's clear mind, sense emotion
3rd DeLiszt's dirty little secret, eyes of fate
5th aura of truth, expose
7th Atum's guidance, hermit's wisdom
9th deep identification, unmoored ego
Insightful

At 1st level, your god has made you become insightful. When you make a Wisdom Insight check, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you learn the blood sense cantrip, which doesn't count against the number of cleric cantrips you know.

Bonus Proficiencies

Also at 1st level, you gain proficiency in the Insight and Persuasion skills.

Channel Divinity: Compel Truth

Starting at 2nd level, you can use your Channel Divinity to compel creatures to reveal the truth.

As an action, you present your holy symbol and compel the truth. Choose any creatures within 15 feet of you. Each target must make a Wisdom saving throw or the creature is forced to tell you, using ten words or fewer, the answer to any question you ask. The creature must the give the clearest and most direct answer possible. If you revealed a lie the creature directly spoken, you can choose to deal radiant damage equal to 1d8 + your cleric level to the creature as punishment for the deceit.

Channel Divinity: Mark of Truth

Starting at 6th level, you can use your Channel Divinity to mark a creature as an unruly liar.

As a bonus action, you present your holy symbol and mark a creature you can see within 60 feet of you. The mark lasts for 1 minute. While the creature is marked, they are unaware of the mark until the duration is over. While marked, the creature feels it needs to tell the truth and be gentler on those who do not lie. Additionally, the creature has disadvantage on Charisma (Deception) checks, and if it fails a Charisma (Deception) check, the creature is compelled to tell the truth, and attacks you make against the marked creature deal an additional 2d8 radiant damage.

Certain Truth

At 8th level, you have advantage on Wisdom Insight checks. Additionally, when you cast a divination spell, you can target an additional creature.

Aura of Absolute Truth

At 17th level, as an action, you can create an aura of truth. For 1 minute, dim light shines from you in a 20-foot radius.
Creatures of your choice within the dim light have advantage on Wisdom (Insight) checks but disadvantage on Charisma (Deception) checks and a +2 bonus to Wisdom checks and Wisdom saving throws.
Hostile creatures within the dim light have disadvantage on Charisma (Deception) checks, a -2 penalty to Wisdom checks and Wisdom saving throws, and whenever they knowingly tell a lie, they must succeed on a Wisdom saving throw against your spell save DC or become unable to lie for until they leave the dim light. If they succeed on the saving throw, they are immune to this feature for 24 hours.
Once you use this feature, you can't use it again until you finish a long rest.

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