Base Class: Cleric
The Mind Domain is the aspect of magic focusing on mentality, thought, consciousness, and psyche. The Clerics of this disciplined and ascetic path awaken mental powers with the devotion to their gods and goddesses, awarded psionic capabilities with the magic of their faith. In addition to being capable spellcasters of divine magic, these clerics are expert mind-controllers, and they read the thoughts of other minds and speak with other minds easily. These are even popular clerics of gods of Law, as their capabilities enforce a chosen action on others, and bring them to heel. In history it has been goddesses and gods like Athena, Ganesha, Hermes, Isis, Ogma, Quetzalcoatl, and Thoth that have wielded the powers of this domain.
Mind Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | charm person, command |
| 3rd | detect thoughts, mind spike |
| 5th | intellect fortress, sending |
| 7th | charm monster, raulothim's psychic lance |
| 9th | awaken, synaptic static |
Psionic Power
1st-level Mind Domain feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psychic Lore. Your powerful mind is aided by your service to divine forces, and you are able to receive knowledge and insight to aid you when you need it. If you make an Intelligence skill check for Arcana, History, Nature, or Religion, you can roll a Psionic Energy die and add that total to the check. You may add this die after you roll the skill check, but before you know the result. You may use this feature once before you must finish a short or long rest or expend a Psionic Energy die to use it again.
Psionic Cantrip. Whenever you hit with a spell attack roll for a cantrip you cast, you may roll and expend a Psionic Energy die, and add that much damage + your Wisdom modifier in a type of damage that cantrip deals. Alternately, when a target of one of your cantrips fails the saving throw for that spell, you may roll and expend a Psionic Energy die, and add that much damage + your Wisdom modifier in a type of damage that cantrip deals.
Additionally, you learn the Mind Sliver cantrip.
Channel Divinity: Mind Link
You can establish a powerful mental link with your companions. As an action with your holy symbol in hand, you can initiate a telepathic bond between yourself and a number of creatures. You forge a telepathic link among a number of willing creatures of your choice within 30 feet equal to your Proficiency Bonus and yourself, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this feature. For the duration, the targets can communicate telepathically through the bond if they share a common language. The communication is possible over any distance, though it can't extend to other planes of existence. This feature lasts for a number of minutes equal to your Wisdom modifier, and when you use this feature you may expend and roll a Psionic Energy die, and add a number of minutes to the duration equal to the number rolled. While the Mind Link is active and a creature within it makes an attack roll or a saving throw, you may use a reaction to expend and roll a Psionic Energy die and add the number rolled to that attack roll or saving throw.
Mind Control
6th-level Mind Domain feature
At 6th level, the disciples of this domain learn to command weak minds well, and to enforce their will on their foes with crushing mental presence. Mental communication over vast distances becomes far simpler, also. You gain the following powers:
Psionic Suggestion. You can cast the Suggestion spell without expending a spell slot and without material components. You can cast this spell this way once using this feature before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.
Mind Crush. You speak words of rebuke and psychically lash out at one creature you can see within 30 feet. The target must make an Intelligence saving throw. On a failed save, the target takes 2d6 psychic damage plus the roll of one of your Psionic Energy dice in psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. When you use this power, you may choose to expend one Psionic Energy die and roll it, adding that number to the total psychic damage dealt to the target. You may use this power once before you must finish a short or long rest or expend a Psionic Energy die to use it again.
Lastly, whenever you cast the Sending spell, you may choose any number of willing targets you have previously had any form of mental, telepathic, or magical mind communication with, and send the message you intend to send to all of those creatures at once, to a maximum number of such creatures equal to your Proficiency Bonus. You will receive any responses these creatures choose to send back as separate coherent mental communications you can understand one at a time.
Potent Spellcasting
8th-level Mind Domain feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mentality Mastery
17th-level Mind Domain feature
Starting at 17th level in this class, you become a master of manipulative mind magic, and you gain an incredible mental acuity which lets you read an aggressor's intentions moments before they act, enabling you to negate their efforts. You add the Dominate Person, Modify Memory, Mass Suggestion, Mental Prison, Dominate Monster, Mind Blank, and Telepathy spells to the Cleric spell list. Whenever you cast a Mind Domain spell or one of the aforementioned spells, you gain an instance of Mental Acuity. You may only have one instance of Mental Acuity at a time. Whenever you become the target of an attack roll, or a feature or spell that targets only you or targets you as one of many individual targets (i.e. Scorching Ray), then you may use a reaction and expend your instance of Mental Acuity, and if it is an attack roll against you, that roll misses, and if it is a spell or feature that would affect you, that spell or feature has no effect, instead.
Furthermore, if a creature would make a saving throw at the end of their turns for a spell you are concentrating on, you may use a reaction, expend and roll a Psionic Energy die to increase your spell save DC for that spell by an amount equal to the number rolled. This lasts for the duration of the spell, and such a creature can be affected this feature one time.
-
View User Profile
-
Send Message
Posted Mar 20, 2023Author's notes:
The "Mind Control" feature has the following text: "Mind Crush. You speak words of rebuke and psychically lash out at one creature you can see within 30 feet. The target must make an Intelligence saving throw. On a failed save, the target takes 2d6 psychic damage plus the roll of one of your Psionic Energy dice in psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. When you use this power, you may choose to expend one Psionic Energy die and roll it, adding that number to the total psychic damage dealt to the target. You may use this power once before you must finish a short or long rest or expend a Psionic Energy die to use it again."
Replace the text of the first sentence for proper correction: "Mind Crush. As an action, you speak words of rebuke and psychically lash out at one creature you can see within 30 feet. The target must make an Intelligence saving throw. On a failed save, the target takes 2d6 psychic damage plus the roll of one of your Psionic Energy dice in psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the power’s other effects. When you use this power, you may choose to expend one Psionic Energy die and roll it, adding that number to the total psychic damage dealt to the target. You may use this power once before you must finish a short or long rest or expend a Psionic Energy die to use it again."
Additionally, the last sentence of the "Mentality Mastery" feature should be corrected to read: "This lasts for the duration of the spell, and such a creature can be affected by this feature one time."