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# Truth Domain ___ What is madness, but the ability to see the truth that others vehemently deny? The mundane, the miraculous, both are masks used to hide from what is. Those grazed or glimpsed by the entities that boarder all that is and isn’t are forever changed: be it by their will or otherwise, they are made to herald the truth of such beings. To most onlookers, clerics that follow this domain are utterly mad, and alien; believed to view common concepts through a twisted tinted lens. ___ #### Domain Spells ___ *1st-Level Truth Domain feature* ___ You gain domain spells at the cleric levels listed in the Truth Domain Spells table. ___ ##### Truth Domain Spells | Cleric Level | Spells | |:---:|:---:| | 1st | *arms of hadar, dissonant whispers* | | 3rd | *detect thoughts, suggestion* | | 5th | *fear, hunger of hadar* | | 7th | *confusion, evard's black tentacles* | | 9th | *dream, enervation* | ___ #### Limited Telekinesis ___ *1st-Level Truth Domain feature* ___ Your connection to the realms that lie beyond that which is and isn't has granted you a sliver of awareness: through thought alone you can exert your will on the world, as if it were nothing more than a waking dream. You learn the Mage Hand cantrip; for you it is cleric spell, does not count against your number of cantrips known, does not require any somatic or vocal components, has a range equal to your Limited Telepathy, and only vanishes when it leaves the range of your limited telepathy or the spell is cast again. ___ When you cast Mage Hand; you instead summon two spectral floating hands that are *invisible*. These occupy the same space, cannot be more than 4 feet away from each other, and though they still cannot be used to make attacks or activate magic items, your two mage hands are just as functional as your real ones. They can perform any task, interaction, tool, or skill check you could reasonably perform with your own hands (at your DMs discretion). Working together the mage hands can life a total a number of weight equal to 15 times your wisdom modifier in pounds, and if you would use them to perform a strength check; you may instead perform a wisdom check. ___ Additionally, as a bonus action, you can try to telekinetically shove one creature you can see within range of your Limited Telepathy. When you do so, the target must succeed on a Strength saving throw against your spell save DC or be moved 10 feet in a direction of your choice; this movement does not provoke opportunity attacks. A creature can willingly fail this save. ___ #### Limited Telepathy ___ *1st-Level Truth Domain feature* ___ Just as your mind is open to others, so too are their minds open to you. You can communicate via telepathy with any creature you can see within 20 feet of you; this range is increased by an additional 5 feet whenever you gain another level in this class. Both you and the creature you choose to communicate with don't need to share a language to be able to understand each other, but you must both be either; telepathic, or understand at least one language. ___ #### An Outsider's Perspective ___ *1st-Level Truth Domain feature* ___ You are subject to a number of indefinite madnesses equal to your proficiency bonus +1. You may choose these yourself from the Indefinite Madness Table present on page 259 of the Dungeon Master's Guide, or at your DMs discretion, you may be require you to roll for them. ___ So long as Truth Domain is your cleric subclass: no mundane or magical means; not even the Wish spell or Divine Intervention, can end an indefinite madness gained through this feature. You are otherwise immune to any and all indefinite madnesses that would afflict you outside of those gained through your An Outsider's Perspective feature. ___ #### Channel Divinity: Inspire Truth ___ *2nd-Level Truth Domain feature* ___ As an action; you draw forth your holy symbol: forcing all creatures within 10 feet of you to make an intelligence saving throw against your spell save DC as you gently whisper either the name of an unfathomable entity or a truth known only to those would follow such a being. On a failure the creature suffers a short-term madness, and must roll on the short-term madness table found on page 259 of the Dungeon Master’s Guide: the duration of this short-term madness is reduced to 1 minute. At the end of an affected creature’s turn, and each time it takes damage, they can make another Intelligence saving throw. The creature has advantage on the saving throw if it's triggered by damage. On a success, the short-term madness ends. ___ Aberrations have advantage on saving throws made against this channel divinity option; creatures with an indefinite madness cannot be affected by this channel divinity option. ___ \pagebreak #### Silent Communion ___ *6th-Level Truth Domain feature* ___ You can choose to ignore the vocal and non-consumed material components of cleric cantrips and spells you cast. If you would cast a cleric cantrip or spell in this way, and its range is greater than that of your Limited Telepathy: its range is reduced to match that of your Limited Telepathy. ___ #### An Absolute Truth ___ *8th-Level Truth Domain feature* ___ Be it through fanatical inspiration, discovery, or some other means; you have managed to learn one of the secrets of the world: an absolute truth known only to a few. Choose one 1st level spell from the cleric spell list, or your Truth Domain Spell List, for you this spell becomes an Absolute Truth. You can cast your Absolute Truth at its lowest level without expanding a spell slot, so long as it is prepared; however you lose the ability to upcast it with higher leveled spell slots. ___ When you reach 18th level in this class, you learn a second Absolute Truth; it is subject to the same rules and limitations as your previous Absolute Truth: though this one may be a cleric spell or Truth Domain Spell of 1st or 2nd level. ___ Once you learn an Absolute Truth; it cannot be changed later. ___ #### Acknowledge Existence ___ *17th-Level Truth Domain feature* ___ You’ve managed the utterly impossible: for the briefest of moments, the being with which your magic is derived acknowledged that you were. This mere confirmation of your existence from one who exists beyond the providence of reality, has forever altered your being. Casting aside all that you once were, your essence has been wholly renewed as something more. You lose all creature types you had prior to gaining this feature: your creature type then becomes aberration. As an aberration, you gain the following benefits: ___ • The Reality Break, and Weird spells are added to your list of Truth Domain Spells. ___ • You no longer age, suffer the drawbacks of old age, and cannot be aged by magical means against your will. ___ • You no longer need to breathe. ___ • You gain immunity to the frightened condition, and resistance to psychic damage. ___ • You gain a flying speed of 30 feet, and can hover. ___