Cleric
Base Class: Cleric

The psionics domain is the purview of deities who charge their followers to hone the mind as a tool for both offense and defense.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Mental Shield

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You use your mind’s power to attempt to distract the attacker. If the attack misses, the attacker takes psychic damage equal to your wisdom modifier.

Channel Divinity: Psychic Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes psychic damage equal to 2d10 + your cleric level.

Unassailable Mind

At 6th level, you gain proficiency in intelligence saving throws.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Mystical Defense

At 17th level, you gain resistance to force and psychic damage.

As an action, you can temporarily give up one of these resistances and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

Comments

Posts Quoted:
Reply
Clear All Quotes