Secrets Domain

Clerics of secrets have a variety of motivations. Some wish to investigate the forbidden arts to rise in power, while others are rumormongers, spreading embarrassing secrets to bring their enemies to ruin. Some believe that true enlightenment can only come from discovering cosmic truths embedded in the workings of the natural world that are revealed through research and investigation. Clerics may use their domain magic to conceal valuable church artifacts from thievery or to reveal the machinations of a rival deity’s supplicants. Any deity that favors clandestine operations would offer this domain, especially deities with a population of rogue followers, as well as Loki, Ptah, and Hera. Subject to GM discretion, deities that offer the trickery domain and some deities offering the knowledge domain would also offer the secrets domain.

Secrets Domain Spells
Cleric Level Spells
1st comprehend languages, illusionary script
3rd detect thoughts, invisibility
5th clairvoyance, nondetection
7th arcane eye, divination
9th commune, seeming

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with your choice of one of the following: disguise kit, forgery kit, or thieve’s tools.

Keeper and Revealer of Secrets

Also at 1st level, you gain advantage on your choice of one of the following: Deception skill checks, Investigation skill checks, Sleight of Hand skill checks, or Dexterity checks made to pick a lock and disarm traps.

Channel Divinity: Hide and Seek

Starting at 2nd level, you can use your Channel Divinity to enhance certain skill checks.

As an action, you present your holy symbol and create a skill-enhancing aura 30 feet around you for 1 hour. You, and all friendly creatures within the aura, gain advantage on Perception and Stealth skill checks.

Channel Divinity: Super Snooper

Starting at 6th level, you can use your Channel Divinity to reveal things. As an action, you present your holy symbol to create your choice of one of the following effects:

  • You gain darkvision out to a range of 100 feet for 1 hour.
  • You can see invisible creatures as though under the effects of see invisibility for 1 hour.
  • You gain the feat Skulker for 1 hour without having to meet its prerequisite.

Magical Strikes

At 8th level, you gain the ability to infuse your weapon strikes with magic that causes forgetfulness. Once on each of your turns when you hit a creature with a weapon attack, you can force the creature to roll an Intelligence saving throw. On a failure, the creature forgets what it was going to do and loses its action for the turn. The creature can still move and use a reaction. Creatures with immunity to psychic damage or the charmed condition are not affected by this feature.

Secret Self

Starting at 17th level, when you cast invisibility upon yourself, you can choose to have it function as though it were greater invisibility instead. You can’t use this feature again until you finish a short or long rest.

Section 15: Copyright Notice

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