Base Class: Cleric
This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.
In Eberron, the Mind domain is most associated with the kalashtar Path of Light and the Riedran Path of Inspiration. However, followers of the cults of the Dragon Below might also follow this path. While visions of Xoriat can certainly drive a priest into madness, they might also reveal deeper secrets and mental powers
Domain Spells
1st-level Mind Domain feature
You gain domain spells at the cleric levels listed in the Mind Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Mind Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | command, hideous laughter |
| 3rd | hold person, suggestion |
| 5th | hypnotic pattern, nondetection |
| 7th | confusion, phantasmal killer |
| 9th | telekinesis, dominate person |
Mental Prowess
1st-level Mind Domain feature
You gain proficiency in the Intimidation or Persuasion skill (your choice).
Additionally, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails.
You can use this feature a number of times equal to your Wisdom Modifier. You regain expended uses when you finish a long rest.
Psychic Force
1st-level Mind Domain feature
At 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead. By doing so, the spell's damage increases by 1d6.
Channel Divinity: Illusory Cathedral
2nd-level Mind Domain feature
Beginning at 2nd level, as an action you can use your Channel Divinity to create an Illusory Cathedral to a radius of 60ft sphere around you, centered on you. The Cathedral can look like whatever you desire, and creatures inside of the Cathedral cannot see outside of it. It lasts for 1 minute unless you become incapacitated or it is dispelled by another creature. If a creature is trying to dispel your Illusory Cathedral, they must roll a spellcasting check against your cleric spell save DC. Additionally, a creature within the environment can use an action to make an investigation check against your cleric spell save DC. Creatures that pass this check are immune to the effects of your cathedral, also those with truesight. Additionally, you can see through the illusions along with a number creatures of your choice equal to your Proficiency bonus.
As a bonus on this turn and each turn after the Cathedral is made, you have 3 different courses of action.
- Illusory Strike. You may make a spell attack against a creature you can see in the Cathedral as a harmful illusion emerges to strike the creature. This attack deals 1d8 + Wis mod psychic damage. Increasing to 2d8 at level 8, and 3d8 at level 17.
- Summon Terrain. You may create illusory walls 5ft thick 15ft tall and up to 40ft long, and the wall does not need to be straight, but it cannot fully encapsulate a creature(s). These walls grant full cover to creatures on opposite sides of the walls. Creatures that have truesight or can see through the Illusion can attack and move through the wall. The wall only last until the beginning of your next turn.
- Mirage Guardian. You create a fearful summon that floats over an ally of your choice(including you) within the Cathedral. Each creature of your choice within 20ft of the summon must make a Wisdom saving throw against your spell save DC. On a fail, creatures take 2d6 psychic damage and become frightened of your ally(or you) and cannot take attacks of opportunity against the source of their fear. This lasts until the end of your next turn. Creatures immune to fear are immune to the damage from this ability. The damage increases to 3d6 at level 8, and 4d6 at level 17.
Gestalt Armor
6th-level Mind Domain feature
Beginning at 6th level, you gain resistance to force or psychic damage.
Additionally, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 30 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, you may use your reaction to add a bonus equal to your Wisdom modifier to the saving throw. You must be conscious to grant this bonus. You can use this ability a number of times equal to your Proficiency Bonus per long rest.
This aura increases to 60ft when you reach level 17 in this class.
Force
You gain resistance to force damage.
Psychic
You gain resistance to psychic damage.
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.
Divine Mirage
17th-level Mind Domain feature
During the duration of your channel divinity, when you use a bonus action to make one of your illusory actions. You you can make a second one using the same bonus action. You can do this a number of times equal to your Wisdom modifier per short or long rest.
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