Knowledge Domain Cleric: D&D 2024 Subclass Optimisation Guide

Gather information with this knowledge-centric cleric subclass.

Clerics of the knowledge domain value learning and scholarly pursuits above all others. What scholarly discipline they follow can vary considerably from cleric to cleric and often depends on what god they worship. For example, worshippers of Gond might value invention and technology while followers of Mystra might pursue knowledge of the arcane.

With all these scholarly pursuits, the knowledge domain is suitably focused on gathering information. Whether that’s scrying the minds of enemies or communicating telepathically, they are a top information gathering subclass.

The knowledge domain is a refreshed subclass for D&D 5e (originally part of the 2014 Player’s Handbook) and has been released as part of the Forgotten Realms: Heroes of Faerun supplement for D&D 2024. Below I’ve analysed and given advice on how you can optimise your own knowledge domain cleric.

  • Full caster with healing, buffing and damage dealing capabilities
  • Quite resilient for a full caster
  • Excellent at information gathering
  • Has some utility with things like telepathy and dispel magic

The 2014 version of the knowledge domain had some very specific features that didn’t have much broad application. The 2024 version completely changes most of their features, largely making them better and more useful.

Below I’ve outlined all the changes coming for the new knowledge domain cleric:

  • Subclass starts at level 3 – All subclasses now kick in at level 3. For knowledge clerics, this means moving all the level 1 and 2 features to level 3
  • Slight changes to blessings of knowledge: Instead of learning 2 languages, you gain proficiency in a type of artisan’s tools instead.
  • Different subclass spells – They lose augury, suggestion and speak with dead from their spell list and gain comprehend languages, detect magic, detect thoughts, minds spike, dispel magic, tongues, banishment and synaptic static.
  • Potent spellcasting – This is no longer a feature in the subclass and is instead an option in the main class.
  • Channel divinity options completely changed – You can no longer use your channel divinity for knowledge of the ages or read thoughts. Instead, you get mind magic which lets you use channel divinity to cast some divination spells. You also get telepathy and proficiency with intelligence saving throws.
  • Visions of the past has been replaced – You now get divine foreknowledge instead which is considerably better and more useful.

Knowledge domain features

Cleric in combat
Cleric: Wizards of the Coast

Blessings of knowledge (Lv3) – 2/5

Proficiency and expertise in 2 knowledge skills is solid plus you get proficiency in a type of artisan’s tools. This likely makes you one of the best knowledge skill subclasses around, though your lower intelligence may be a hindrance for other knowledge skills.

Knowledge domain spells (Lv3) – 3/5

The knowledge domain goes big on information gathering spells. They’re a mixed bag really with excellent options like arcane eye and scrying, mixed in with less useful options like non-detection and legend lore.

It’s not all about information though. Synaptic static is an excellent AoE damage dealer, banishment is a top save or suck spell and dispel magic is very useful for tackling magical effects. Sadly, confusion is a little subpar. Overall it’s a mixed but decent spell list.

Mind magic (Lv3) – 4/5

Use channel divinity in place of spell slots for knowledge domain spells from the divination spell school. Pretty good, especially as you’ll regenerate channel divinity uses each short rest and will have 2-4 of these to play with at any one time.

There’s no spell slot limit but as your subclass spells only go up to level 5, that’s your limit. But as such, it’s best to use this on the higher level spells you possess allowing your higher level spell slots (levels 3-5 anyway) to go further. Sadly, you won’t be able to use this on the likes of synaptic static or banishment, but you can use it on arcane eye and scrying, so there’s no excuse to not be gathering as much information as possible.

Unfettered mind (Lv6) – 3/5

Telepathy is regularly useful for discreet communication with allies. Your wisdom should mean most knowledge clerics can speak to the whole party simultaneously unless you happen to be in a large party.

Intelligence isn’t the most common of saving throws, but proficiency with it is still a nice resilience boost.

Divine foreknowledge (Lv17) – 5/5

Advantage on d20 tests for an hour is pretty huge! This is excellent and also well worth expending a level 6+ spell slot on. As a comparison, foresight, a level 9 spell, does this while granting disadvantage on attack rolls against you and lasting 8hrs. Divine foreknowledge isn’t quite this good, but it’s still really good and at the equivalent of a level 6 spell, relatively powerful, and it only needs a bonus action.

Use it for tough combats and situations and remember that it won’t just last for 1 encounter, at least so long as encounters are close together.

It’s solid without being remarkable. If you want a specialist information gatherer, then it’s a really decent option. But largely, what you’re getting is a dedicated information gatherer. Yes, you may have synaptic static in your repertoire, and banishment, but that’s about all you get for combat dedicated capabilities.

Theres still some great tools for you. Some extra spells cast (up to level 5), telepathy and dispel magic are all great options. The level 17 feature is also really strong (one of the strongest around). Sadly, it kicks in too late for many characters to enjoy, but if you can get your character that high, it’s excellent.

Undead attack a cleric
Cleric: Wizards of the Coast

Knowledge domain clerics are primarily focused on out of combat elements like information gathering. This gives them more of a spellcasting focus than a melee focus.

Below I’ve gone through the various character options with advice on how to build an effective knowledge domain cleric.

Ability scores

Recommended options

  • Wisdom: This is primarily to enhance your spellcasting. It’ll give you better wisdom saving throws and you’ll be able to communicate with more creatures with your telepathy if this is higher.
  • Constitution: The higher this is, the longer you’ll last. This becomes a bit more important if you plan on getting up close and personal with your enemies (say if you plan to use something like spirit guardians).
  • Dexterity: You likely won’t be making many weapon attacks with a knowledge domain cleric, but you’ll still want this at 14 to make the most of your medium armor.
  • Intelligence: This could be a decent enough option if you want to really lean into knowledge skills, but it shouldn’t be your focus when it comes to ability scores.

Options to avoid

  • Strength: For a knowledge cleric, I’d probably recommend leaning towards spellcasting options rather than weapon and armor options which makes strength less useful.
  • Charisma: Clerics aren’t built for face skills and you’ve got more important ability scores to focus on.
Ability scorePoint BuyStandard Array
Strength88
Dexterity1414
Constitution1513
Intelligence1012
Wisdom1515
Charisma810

Skills

Recommended options

  • Arcana: Good knowledge skill, and you become quite competent here if you take this as one of your expertise options.
  • History: Another decent knowledge skill.
  • Nature: Another good knowledge skill.
  • Religion: Decent knowledge skill. You can enhance this further by taking the thaumaturge option.

Species/race

I’d look for species with the following qualities:

  • Toughen up: With just d8 hit dice, no matter your AC, you’re still a little light on hit points. This is especially the case if you plan on wading into the front lines. Extra HP, resistances and other durability traits will help out here.
  • Damage dealing: A big part of your role will be dealing damage through your spells. Enhancing or supplementing this however you can will be useful.
  • Innate spellcasting: More spells and spell castings will be useful for a full caster.

Recommended options

  • Aasimar (2024): Two resistances for extra durability. You get some extra healing to reduce the strain on your spell slots. Celestial revelation will also give you options for flight or some close combat effects letting you mix up your approach.
  • Dragonborn (2024): A damage resistance for durability and the breath weapon gives you a close range AoE option to go alongside radiance of the dawn. Temporary flight will let you mix up your approach for when you need to stay out of range or you can use it to reach high places.
  • Elves (2024): Lots of extra spells to cast. High Elf will get you a cantrip like true strike which is one of the higher damage options for a cantrip. You’ll also get misty step for when you need to make a quick escape. Wood Elves are too stealthy for the cumbersome cleric so I wouldn’t bother with them.
  • Human (2024): An extra skill is nice. With your high wisdom, you might want to consider perception. More heroic inspiration is useful for any class and an extra origin feat could help fill gaps in your repertoire. For example, you could grab magic initiate if you really want to have true strike for weapon attacks. You could also consider something like tough to up your HP. There’s also lucky and musician for rerolling dice.
  • Tiefling (2024): Some innate spellcasting and a damage resistance is nice. You’ve got some of the most common damage types to choose from for your resistances here.

Backgrounds

Backgrounds are much more important now with D&D 2024 with ability score increases, origin feats and skills all now linked to your background.

For a knowledge domain cleric, I’d prioritise wisdom and then constitution or dexterity (though depending on your build, you might opt to build into strength instead of dexterity).

NameAbility scoresOrigin featSkill proficienciesTool proficiency
FarmerStrength, constitution, wisdomToughAnimal handling, natureCarpenter’s tools
Emerald enclave caretakerStrength, intelligence, wisdomAlertAthletics, perceptionOne kind of gaming set
Genie touchedDexterity, wisdom, charismaMagic initiate (wizard)Perception, persuasionGlassblower’s tools
GuideDexterity, constitution, wisdomMagic initiate (druid)Stealth, survivalCartographer’s tools
HermitConstitution, wisdom, charismaHealerMedicine, religionHerbalism kit
Moonwell pilgrimConstitution, wisdom, charismaMagic initiate (druid)Nature, performancePainter’s supplies
Purple dragon squireStrength, wisdom, charismaPurple dragon rookAnimal handling, insightNavigator’s tools
SageConstitution, intelligence, wisdomMagic initiate (wizard)Arcana, historyCalligrapher’s tools
WayfarerDexterity, wisdom, charismaLuckyInsight, stealthThieves’ tools

I think your best options are sage, genie touched and farmer. Sage and genie touched will get you some wizard spells while farmer will get you tough if you’d like to beef up your cleric a bit.

Feats

Origin feats

I’d say the below are your best origin feats for a knowledge cleric:

  • Lucky â€“ Grant advantage or disadvantage on important d20 tests.
  • Magic initiate â€“ Grab some spells from another spell list. True strike is a good option for a weapon-wielding cleric.
  • Musician â€“ Give everyone in the party a regular supply of heroic inspiration.
  • Purple dragon rook – I’d say musician is better as that regenerates your heroic inspiration every short rest, not just on a long rest like this. This is still pretty good though.
  • Spellfire spark – Reduce spell and magical damage a bit each turn and a bonus action spell attack is pretty good for a bit of extra damage.
  • Tough â€“ Great way to grab some extra hit points, especially if you want to dive into the front lines.

General feats

At level 4, you can start picking up general feats. These are some of the better options for a knowledge cleric:

  • Fey-touched â€“ 2 more spells prepared and 2 free castings expands your repertoire nicely. Misty step works well for moving where you need to be. For more ways to optimise for this feat, check out my fey-touched guide.
  • Heavy armor master â€“ If you’re going to be wearing heavy armor, you can reduce the damage of all bludgeoning, piercing and slashing damage that strikes you.
  • Inspiring leader â€“ Go for the wisdom increase and bestow temporary hit points on the party each rest. A good idea to have someone in your party with this. This combines nicely with something like aid as well which increases hit points maximum rather than temporary hit points.
  • Mage slayer â€“ Get better at dealing with mages plus a form of legendary resistance.
  • Ritual caster â€“ Can really expand your spell repertoire for some utility spells, plus they don’t require spell slots when cast as rituals. Good if no one else in the party can get things like detect magic. Read more about how to use this in my ritual spells guide.
  • Shadow-touched â€“ 2 free castings of spells expands your spell uses nicely and invisible is a great option.
  • Speedy â€“ if you plan on using spirit guardians a lot, having a bit of extra movement is a pretty good idea.
  • Spellfire adept – This will work best on AoE spells as the extra damage will magnify for each creature affected by the spell. The likes of flame strike and sunbeam both fit the bill here.

Weapons

Knowledge domain clerics should mostly be focused on casting spells. This probably means very little in the way of weapon attacks unless you plan on using true strike.

With this in mind, I think it doesn’t make sense to build around high damage weapon attacks. You’ve got cantrips and spells as standard for when you do want to deal damage. Instead it makes sense to build around defence which means grabbing a shield and a one handed weapon for the odd occasion you might need one. A quarterstaff is a good option.

Armor

If you’ve taken the protector option, you’ll likely want to be using heavy armor. The best option is full plate armor. Grab this once you can afford it (and make sure you get up to 15 strength).

For a knowledge cleric though, I’d probably lean towards sticking with medium armor and the extra spells options that come from that (though both builds can work). If this is the case, you’ll want to grab half plate when you can afford it and get your dexterity up to 14 for the +2 AC boost.

Light armor won’t be better for a knowledge cleric as you’re not built for stealth and you’d have to invest heavily in dexterity to make it work which wouldn’t be worthwhile.

No matter your armor, you should also grab a shield. You shouldn’t be making many weapon attacks so this shouldn’t inhibit your damage much, but will help your defence.

Not sure a knowledge domain cleric is for you. Not to worry. Why not check out one of our other D&D 2024 class and subclass guides.

Published by Ben Lawrance

Ben is the creator of Dungeon Mister and is an experienced dungeon master who's been immersed in the D&D universe for over 20 years.

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