Knowledge Domain

Source: Player's Handbook (2014) (Revised for 2024)

Uncover and Record Ancient Lore

The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

In Amonkhet, knowledge is the second virtue of society. Kefnet’s task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.

Level 3: Knowledge Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Spells
3 AuguryCommand, Identify, Suggestion
5 NondetectionSpeak with Dead
7 Arcane EyeConfusion
9 Legend LoreScrying

Level 3: Blessings of Knowledge

You learn two languages of your choice and have Expertise in two of the following skills: Arcana, History, Nature, or Religion.

Level 3: Knowledge of the Ages

You can use your Channel Divinity to tap into a divine well of knowledge. As a Magic action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Level 6: Read Thoughts

You can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As a Magic action, choose a creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Level 17: Visions of the Past

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Choose one of the following effects:

Once you use this feature, you can't use it again until you finish a short or long rest.