D&D: The ‘Knowledge Cleric’ Playtest Proves Knowledge Really Is (Psychic) Power
The Knowledge Domain Cleric gets a revision in the latest Unearthed Arcana playtest, proving once again mind really matters.
Clerics, like Wizards, lost many of their subclasses in the 5.5E Player’s Handbook. The revised edition of the D&D rules launched with only four subclasses for each class. Clerics, previously, had many more than that. But the latest Unearthed Arcana playtest brings a popular one back: the Knowledge Domain Cleric.
Previously, the Knowledge Domain was for Clerics who wanted to be a little more like Wizards. It was the subclass of Arcane knowledge. In the playtest, Knowledge Domain Clerics have a broader identity. In the playtest, knowledge is power. Psychic power.
Knowledge Domain Cleric Playtest – The Ultimate Scholar
In the Unearthed Arcana playtest, Knowledge Domain Clerics are bastions of learning. As the little intro blurb puts it:
The Knowledge Domain valuesl earning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into the secret places of the earth, and examine the process of the mind itself.
Gods of knowledge vary from masters of arcane magic to patrons of craft and inventin. To them, knowledge is more valuable than material wealth, and the desire to learn is an act of worship. Libraries, universities, and other institutins dedicaed to education also draw on the power of the Knowledge Domain
Handy stuff, right? Seems very much like the kind of Cleric you’d be if you were a nerd. And that’s true where all the flavorful ribbons come in. Features like Blessings of Knowledge get you proficiency with a type of Artisan’s Tools of your choice, and you pick up Expertise in two skills chosen from Arcana: History, Nature, or Religion. And at higher levels, they get even more boosts to intelligence checks; more on that in a minute.
But the mechanics of the subclass are very much centered around “you are a psychic Cleric.”
Mind Magic? No, I Don’t Mind It At All
The first two features that give the Knowledge Domain Cleric – in the playtest at least – its own mechanical identity are very much about psionic power. Starting with a list of bonus spells:
- Level 3: Command, Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mind Spike
- Level 5: Dispel Magic, Nondetection, Tongues
- Level 7: Arcane Eye, Banishment, Confusion
- Level 9: Legend Lore, Scrying, Synaptic Static
Right away, there’s a good mix of “arcane Cleric” – the subclass’ previous identity, which you can see in spells like Detect Magic, Identify, Arcane Eye, and Dispel Magic – and “psychic Cleric”, manifesting in spells like Mind Spike, Detect Thoughts, Confusion, and Synaptic Static.
Then there’s the other big 3rd level feature Mind Magic. Mind Magic gives Knowledge Domain Clerics an alternate use for Channel Divinity. With Mind Magic, a Cleric can spend a use of Channel Divinity to “manifest magical knowledge.” In practice, you cast the spell psychically, casting a spell from the Knowledge Domain bonus spell list without expending a spell slot or needing Material Components. You also cast it as an Action instead of whatever the spell’s casting time is.
This is a boon for folks wanting to cast Identify. Knowledge Domain Clerics can cast it as an Action instead of in 1 minute, and they don’t need a 100gp pearl in order to do it. Other spells that Mind Magic saves you time and/or money on include:
- Nondetection (25gp worth of Diamond Dust)
- Legend Lore (10 minutes casting time)
- Scrying (10 minutes casting time, and 1000gp magic focus)
And of course, you don’t expend a spell slot, so you still have the ability to cast a spell as a Bonus Action or whatever else you can do with a spell slot. It’s a fantastic trade. And with combat spells, it gives Knowledge Clerics a weaponized Channel Divinity.
Knowledge Domain Cleric Playtest – Level 6 Is A Game Changer
One thing about Clerics in the new edition: they don’t have many subclass features. This is because the list of Bonus Spells is an extra feature that they get at levels 3, 5, 7, and 9. Sort of. Are the spells absolutely busted? No. But they are nice to have. Clerics only have three levels at which they gain specific, named subclass features: Levels 3, 6, and 17. And in the Knowledge Domain Cleric playtest, level 6 really kicks things into high gear.
For starters, you gain telepathy out to 60 feet with Unfettered Mind. That’s right, your mental phone lines are open, and operators are standing by to connect your call. Not only do you get telepathy, but you get conference calling. 6th level Knowledge Domain Clerics can contact multiple creatures at once – up to their Wisdom modifier in a given time.
This feature comes very close to replicating Rary’s Telepathic Bond, a 5th-level spell that psychically links up to eight creatures together. While you’re going to be limited to 4 or 5 (by 8th level), and you have to be the central hub of communication, you can just do it. It’s a great way to issue commands, coordinate as a group, or mess with your enemies.
On top of that, at 6th level, Unfettered Mind lets you swap in your Wisdom score (the whole score) if the total on an Intelligence check is lower than your score. So, if you’re going for an optimized Cleric, you’ll never have a knowledge check of less than 18, and eventually never less than 20.
Capping Your Knowledge
The capstone feature in the Knowledge Domain Cleric playtest is Divine Foreknowledge. This feature lets you “expand your mind to the possibilities of the future.” This means that, in exchange for a single Bonus Action, you gain an hour-long boon in the form of Advantage on D20 Tests. That’s attack rolls, ability checks, and saving throws, for those playing along at home. It’s supposed to be comparable to a level 6+ spell.
It calls to mind the 9th level spell Foresight, which not only gives you Advantage on your rolls but imposes Disadvantage on attack rolls against you. And it lasts 8 hours. So on first glance, the feature does check out. But 17th level feels awfully late to be getting that – though there’s no helping how Cleric levels are structured.
In Conclusion: Knowledge is Power
All in all the Knowledge Domain Cleric seems to measure up pretty well. It’s not as flashy as the Light Domain, but it does carve out an interesting niche. And I like the emphasis on both Intelligence Checks and the kinds of spells you get. The psychic stuff feels a little strange, but that might just be a flavor thing.
There’s plenty of utility – though the higher-level features sort of depend on both the player and the DM to get the most out of them. Especially the telepathy. There are some campaigns where that feature will make little difference.
But that’s just my initial impressions. Your mileage may (and hopefully does) vary. Either way, be sure to let WotC know what you think when the Knowledge Domain Cleric playtest survey opens on February 4th.
If knowledge is power, how many joules are contained in a tome?