Path of Knowledge

You are a scholar, dedicated first and foremost to learning more about the world. While all Adherents despise aberrations, they are your sworn foes. You specialize in learning and adapting quickly.

Path of Knowledge Spells

Priest Level

Spells

1st

Detect Evil and Good, Identify

3rd

Borrowed Knowledge, Mind Spike

5th

Sending, Tongues

7th

Divination, Locate Creature

9th

Commune, Legend Lore

Improved Channel Divinity: Destroy Aberration

Priest Level

Creature CR

5

1/2

8

1

11

2

14

3

17

4

None fear Aberrations more than the denizens of Arcadia, and you are especially adept at killing these fearsome creatures. When an aberration fails its saving throw against your Turn Aberration feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Priest table.


Channel Divinity: Seek Knowledge

Your thirst for knowledge is never sated, and you have learned to harness your connection to Arcadia to answer some of your endless questions. You can choose either to spend a minute in investigation or reflection, or to spend a minute in meditation or prayer, and then ask one question, which you receive a brief, truthful answer to. If you seek knowledge through investigation or reflection, the answer comes from your own investigation and experience, bolstered by the powers of Arcadia, and your conclusions are limited by your knowledge and observations. If you seek knowledge through meditation or prayer, the answer comes from the forces of Arcadia, such as a celestial or demigod, and the answer is limited by the knowledge of Arcadia. Keep in mind that even deities are not all knowing, and they are unlikely to be knowledgeable on mundane mortal matters. A deity may be able to tell you who forged a mythical sword, but is unlikely to know what bribe could tempt the local guard. Some possible questions are listed below:

  • What era was Bindbreaker created in?

  • Which tunnel will lead back to the surface?

  • What does "dortrick mart'si" translate to?

  • What does the drawing of a weeping woman symbolize?

  • What illness are the townsfolk suffering from?

You can ask questions not on this list, but they should be no more complex than the above options. Answers are brief, limited to a short sentence or phrase.

Confessions

At 1st level, you can draw upon divine energy to learn more of the world around you. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses. When you use this feature you can choose to do one of the following:

  • As an action you can tell if a creature you chose has been truthful or deceitful towards you in the last minute. This feature does not tell you specifically what the deceit was, when exactly it was, or speak to its severity.

  • As an action you can tell if there is any illusion magic or illusory magical effect within 30 feet of you. You do not know the exact number, the exact location, nor the size or scale of the illusion or illusions.

  • As an action you can tell if an object or creature you can see within 5 feet of you is cursed or not. You do not know the nature of the curse nor its effects.

Quick Study

At 6th level, you have collected vast knowledge of the world around you, enabling you to adapt to almost any situation. At the end of a long rest, you can choose one language or tool to gain proficiency in and one intelligence skill gain proficiency in. These effects last until the end of your next long rest.

Collector

At 11th level, you have collected relics of knowledge and trinkets of fascination- innovative spell scrolls, an artifact of ancient history, a sheet of unfinished music, and some dozen other odds and ends. When you find yourself in need of a mundane item over the course of your adventures, there is a chance you have the item on hand, or at least the pieces needed to cobble it together. For example, luck might have it that the collection of unique rocks you have are perfect creating a shrapnel bomb, or that the odd shaped locket you picked up can work as a skeleton key.

Make a DC 10 intelligence check. On a success, you can create a mundane item of your choice, such as a key, rope, or small exploding device, out of what you have on hand. You can use this feature a number of times equal to your proficiency bonus per long rest.

The All Knowing

All the knowledge of the world is at your fingertips, and you need only reach out to claim it. You gain the following 3 abilities.

  • You can use a bonus action to analyze a creature, learning its creature type, movement types and speeds, damage resistances and immunities, and vulnerabilities. You also learn if the creature has any legendary resistances or actions, though you do not learn how many nor what they do.

  • You spend a minute in meditation or investigation focused on an item or location in your immediate surroundings. You learn how the object or location was created and how long ago, the most recent prior owner of the object or resident of the location, and any hidden secrets, such as a secret door or encoded inscription. Once you use this ability, you cannot do so again until finishing a long rest.

  • You can roll a d100 every morning. If you roll less than your Adherent level, you learn a secret of the universe as determine by the Dungeon Master.