D&D (2024) Grade Knowledge Domain, Green, Yellow, Red?

Grade Knowledge Domain, Green, Yellow, Red?

  • Green

    Votes: 14 66.7%
  • Yellow

    Votes: 5 23.8%
  • Red

    Votes: 2 9.5%


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A Knowledge Cleric doesn't need to put any points into Intelligence because once they're 6th level, any failure will just use their Wisdom score as the check.
They do if they ever want to roll over a 20.

Remember they get expetise, and all clerics can add their Wis scores to Arcana and Religion checks.

5 Wis +12 expetise = +17.
So the feature adds +3. Not terribly strong.
 

A Knowledge Cleric doesn't need to put any points into Intelligence because once they're 6th level, any failure will just use their Wisdom score as the check.
But that only guarantees you make a DC 15 -- that's doing well on pub trivia. If you want to (ever) hit a DC 20 check (let alone DC 25), you need to invest in Intelligence, and expertise.

The level 6 ability raises the floor; does nothing about pushing the ceiling.
 

So the feature adds +3. Not terribly strong.
...to your trained, expertise skills.

It also guarantees a 16 (typically) on your untrained skills as well (who needs history proficiency, or nature? not you! Also your untrained investigation (for interacting with Illusions, etc.)

For these things, reliably hitting DC 15 is great.

I think it's a solid feature.
 

I'm loving the second part of their 6th level Unfettered Mind feature, with the minimum roll for INT based skills being based on their WIS score.

They still want skill proficiency or better expertise to be able to nail the tough answers, but this puts the god's knowledge infusing their worshipers to a minor degree to provide a floor for the roll.

It has a lot of precedents, such as rogues having a minimum roll (that when you add in your skills so it's about the same) or the barbarian feature that uses STR score as a minimum for all STR ability or skill rolls.

That really makes it feel that a god of knowledge has granted them a blessing, and it's a rare that non-combat features come across as both thematic and regularly useful.
 

This class is hilarious at higher levels. As in twilight cleric levels.

Channel divinity becomes free spell slot. Low levels that's probably command or mind spike. Level 6 you can do it twice.

Level 7 though you get banishment and confusion. For free twice per short rest. Synaptic static. And you can bonus action cast say spiritual weapon. Prayer of healing gives you a short rest.

Congratulations you cast your domain Spells like a warlock. And you're a cleric. 5-7 banishment, synaptic static or confusions at level 9 seems good. Hell level 7 same number.
Watched treantmonks video and he thought it was weak. M'kay.
 

At higher levels you can use your channel divinity to cast Banish and Confusion, seems pretty powerful there, but it is more utility focused then combat.
Those spells are powerful, but you can already cast them with a spell slot. All the new Channel Divinity is providing is a couple spell slots per day, which is better than the 2014 Channel Divinity for sure but not particularly impressive. The only new capability you actually get is you can cast a bonus action spell like Healing Touch in the same turn, which is situationally nice I guess.

It ain't bad by any means, it is just on the weaker side. I'd like to see some more power added somehow
 

Those spells are powerful, but you can already cast them with a spell slot. All the new Channel Divinity is providing is a couple spell slots per day, which is better than the 2014 Channel Divinity for sure but not particularly impressive. The only new capability you actually get is you can cast a bonus action spell like Healing Touch in the same turn, which is situationally nice I guess.

It ain't bad by any means, it is just on the weaker side. I'd like to see some more power added somehow

2+ 1 per short rest and after prayer of healing.
 

2+ 1 per short rest and after prayer of healing.
The exact number doesn't really matter - either way, extra spell slots don't let you do anything you can't already do, just let's you extend your resources further. More resources are nice but I'd rather have an ability that lets me actually do something new (assuming it's interesting and/or powerful)
 

The exact number doesn't really matter - either way, extra spell slots don't let you do anything you can't already do, just let's you extend your resources further. More resources are nice but I'd rather have an ability that lets me actually do something new (assuming it's interesting and/or powerful)

At level 9 you have 1 5th level slot. One short rest and this is another 4.

Same deal level 7.
 

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