Scholar Domain

The gods of Scholars - Seshat, Tenjin, Tyr, Aureon - value information and understanding above all. Soem teach that knowledge is to be shared, while others prefer to horde the information for themselves and their worshipers. Some promise great power to their followers. Followers of these gods study every creature and place they encounter to learn all that they can.

Scholar Domain Spells

Cleric Level Spells 1st Identify, Illusory Script 3rd Locate Animals or Plants, Suggestion 5th Tongues, Glyph of Warding 7th Locate Creature, Arcane Eye 9th Legend Lore, Scrying

Expanded Knowledge

A Scholar makes a detailed study of all that is rotten and evil in the world.

Beginning at 1st level, a cleric can put their knowledge to special use by using a bonus action to make a Intelligence check against a type of creature. If the check succeeds, the cleric grants their allies some benefit against their foes. To use this power, the clearic must roll the appropriate Intelligence skill check.

Nature for Beasts, Dragons, Plants, and Oozes.

Arcana for Aberrations, Elementals, and Fey.

History for Constructs, Humanoids and Giants.

Religion for Celestials, Fiends, and Undead.

The DC for this check is 15, on a successful check you impart a bonus to your allies against this creature type equal to your proficiency modifier. The effect lasts for 1 round.

At 1st level, you have knowledge of tactics and can grant allies an attack roll bonus against foes.

At 5th level, you have knowledge of corrupting influences and can grant allies a saving throw bonus against foes attacks.

At 8th level, you have knowledge of physical vulnerabilities and can grant allies the ability to deal extra damage to foes.

At 11th level, you have knowledge of dread secrets that can impose reductions to saving throws of foes.

At 14th level, you have knowledge of enemy strategies and can impart an Armor Class bonus to allies.

You may use this ability 3 times. You regain expended uses when you finish a long rest. The number of times increases to 4 at the 5th level, 5 at the 8th level, 6 at the 11th level, 7 at the 14th level and 10 at the 20th level.

Channel Divinity: Dark Knowledge

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you may choose to gain a bonus against a specific type of creature. For 10 minutes you, or an ally within 30 feet of you receives advantage on their first attack roll against that monster type each turn. On subsequent turns, you may use your bonus action to designate a new ally. Targets only retain this bonus as long as they are within 30 feet of you.

Advanced Research

At 6th level, you gain proficiency in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency is doubled for any ablility cheks you make that uses either of those skills.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Forbidden Lore

Beginning at the 17th level, your scholarly path has led you to the limits of knowledge, to the things that should not be. You know better than anyone what to do in the face of the horrors of the universe. Your knowledge is your strength and the strength of your party.

As a bonus action, you can make an Intelligence (arcana or religion) check to identify the monster. The DC is equal to 12 + the monster’s CR / 4, rounded down. If successful, you may designate yourself or one ally within 30 feet to gain one of the following benefits:

Dark Knowledge Advantage on attack rolls against that monster until the start of your next turn. On subsequent turns, you may use your bonus action to designate a new ally.

Dark Foresight Attacks made against that ally before the start of your next turn has disadvantage on the attack roll. On subsequent turns, you may use your bonus action to designate a new ally.

Forbidden Puissance Advantage on all saving throws until the start of your next turn. On subsequent turns, you may use your bonus action to extend this ability.

You may only have 1 effect active at a time.

On a failed check you may not use this feature on this target again for 24 hours.