


Cleric
Master's Domain
Clerics of the master's domain are devoted to an unusual variant of a creator god: an involved one. To them, the world is not an abandoned creation of some distant, omnipotent craftsman: it is in a constant state of being created. When one turns over a leaf, the underside has been crafted fresh. When one uncovers the long lost temples of some forgotten age, its ancient walls have been made personally for its new beholder. And to them, the greatest gift one can give such a creator is to set forth on adventure, seek out the unseen, and pursue as much untouched ground as possible.
Master's Domain Features
| Level | Feature |
|---|---|
| 1st | Domain Spells, Commune With Player, Weighted Dice |
| 2nd | Channel Divinity: Meta-Divination |
| 6th | Dungeon Mastery |
| 8th | Divine Strike (1d8) |
| 14th | Divine Strike (2d8) |
| 17th | Deity's Manipulation |
Domain Spells
You gain domain spells at the cleric levels listed in the Master's Domain Spells table. See the Divine Domain class feature for how domain spells work.
Master's Domain Spells
| Level | Spell |
|---|---|
| 1st | identify, detect magic |
| 3rd | find traps, knock |
| 5th | dispel magic, glyph of warding |
| 7th | divination, Mordenkainen's private sanctum |
| 9th | legend lore, Bigby's hand |
Commune With Player
Starting at 1st level, at the end of a long rest, your character may cast the augury spell without expending a spell slot. You as a player choose which omen your character sees, drawing upon any knowledge that you so wish.
Weighted Dice
Beginning at 1st level, you may choose to gain advantage on any attack roll, ability check, or saving throw. You have two uses of this feature, and you regain them whenever you finish a short or long rest.
While you have no remaining uses of this feature, the DM can impose disadvantage on any attack roll, ability check, or saving throw. You then regain both uses use of this feature.
Channel Divinity: Meta-Divination
Starting at 2nd level, you can use your Channel Divinity to harness the knowledge of your deity. As an action, you present your holy symbol and speak the name of a monster. You learn all of the information contained within its monster stat block, and whether any such monsters are within 30 feet of you.
Dungeon Mastery
Starting at 6th level, you gain the following benefits
- You have advantage on saving throws made to avoid or resist traps
- Whenever you roll an Investigation check to look for treasure or secret doors, treat a roll of 7 or lower as an 8.
- You gain proficiency with thieves' tools.
Divine Strike
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Deity's Manipulation
Starting at 17th level, as a bonus action, you may force a creature within 30 feet of you to make a Charisma saving throw. On a failed save, you briefly take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.
While your character is controlling the targeted creature, the DM briefly takes total and precise control of your character's body. Until the end of your next turn, your character takes only the actions the DM chooses, and doesn't do anything that he or she doesn't allow it to do.
Once you use this feature, you must finish a short or long rest before you use it again.