Spells marked with an asterisk can be found in Unearthed Arcana : modern Magic .
When you choose this knowledge domain at 1st level, you gain the On/Off * cantrip in addition to your chosen cantrips .
besides starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles ( nation ).
Heart of the City
From 1st horizontal surface, you are able to tap into the intent of community found in the city. While you are within any city, you can gain advantage on a unmarried Charisma ( Deception, Intimidation, or Persuasion ) check, and you are considered technical in the appropriate skill. You can use this feature a issue of times equal to your Wisdom modifier ( a minimum of once ). You regain any use uses when you finish a long remainder .
Channel divinity : Spirits of the City
Starting at 2nd level, you can use your Channel deity to call on the city for help. As an action, you present your holy place symbol, and any city utility within 30 feet of you either works absolutely or shuts down wholly for 1 minute ( your choice ).
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additionally, each hostile animal within 30 feet of you must make a Charisma save throw. On a fail salvage, the animal is knocked prone or restrained ( your choice ) by hazards such as entangling wires, hard-hitting body of water erupting from fire hydrants, paving collapsing to spiritual world potholes, and so on. A restrained creature can escape by making a successful Strength ( Athletics ) or Dexterity ( Acrobatics ) check against your spell save DC .
This effect is wholly local anesthetic and affects only utilities within 30 feet of you. determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.
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Starting at 6th flush, your awareness while in the city extends preternaturally. While in an urban environment, you are considered technical in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom ( Insight ) and Wisdom ( Perception ) checks, rather of your convention proficiency bonus .
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an supernumerary 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8 .
At 17th level, you can use mass transportation system routes to transport instantaneously to early points in the city. Starting from a busbar break, trail post, metro stop, or other suitable multitude transit site within the city, you can teleport to any other like transit discontinue within the city, as if you had cast a Teleport while whose address is a permanent Teleportation Circle you know. once you use this feature, you must finish a brusque or long rest before using it again .
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