Base Class: Cleric
Gods of psionics such as Auppenser, Ilsensine and Laduguer and Sardior teach that the mind is all-important and bless their followers with divine and psionic powers. The dogma of such deities vary widely, Auppenser believes in personal autonomy, the mastery of body and mind in harmony and balance, while Ilsensine, the evil deity of the Illithids, desires all knowledge and the domination of the Illithids over all species.
Psionics domain spells.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. In addition you learn the Mind Sliver or Vicious Mockery cantrip.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Wrathful Smite, Shield, Phantasmal Force, Detect Thoughts |
| 5 | Fear, Hypnotic pattern |
| 7 | Staggering Smite, Compulsion |
| 9 | Dominate Person, Geas |
Smite spells and mind sliver not available for free.
Psionic power
At 3rd level, your deity has imbued you with a wellspring of psionic energy. 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 and are used by various other class features. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can expend a spell slot and regain a number of psionic dice equal to the level of spell slot expended, you can regain a total number of psionic dice this way equal to your wisdom modifier.
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.
- Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your wisdom modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
- Psionic Spell. You can cast your domain spells using psionic dice. It costs 2 dice per domain spell level and spells cast this way do not require components. In addition when you cast an enchantment or illusion spell that requires a saving throw you can spend a number of dice up to your proficiency bonus and increase the DC by half the number of dice expended.
- Mind blast: As an action you can expend 2 psionic dice and throw a concentrated bolt of psychic energy at a creature within 60 feet of you. Make a ranged spell attack, on a hit they take 2 psionic dice damage and are frightened of you for the next minute, making a wisdom save against the attack roll on subsequent turns to end it. Hit or miss the bolt then explodes, the target and all creatures within 5 feet of them make a wisdom saving throw, taking 1 psionic dice of damage on a fail.
- Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Psionic imbuement.
You clutch the holy symbol of your deity and expend a use of channel divinity. Psionic energy pours forth from it, empowering you. You gain temp hp equal to your cleric level + a psionic dice roll and one of the following benefits.
- You use the flood of energy to replenish your own, instantly regaining half your psionic dice.
- The energy bolsters your mind and its defences, you gain resistance to psychic damage.
- You gain a thin coating of repulsing telekinetic energy, your AC increases by 1.
- You channel the energy outwards into a massive blast of psychic power. All creatures of your choice within 15 feet of you must make a wisdom or intelligence save, on a fail they take 2 psionic dice + half your cleric level rounded down psychic damage and are unable take either reactions or bonus actions (your choice) until the start of your next turn. On a success they take half damage.
These benefits last until you use this feature again or for 1 minute. In addition if you run out of temp hp you lose the benefit at the end of your next turn.
Bolstering psionics.
When you activate your channel divinity you can share the psionic energy with another creature, an ally within 30 feet of you gains one of the 4 benefits you can choose from, this can be a different one to the one you have. This ends when yours would.
In addition the extra damage of divine strike and potent spellcasting can be psychic or radiant/the base cantrip damage.
Divine mind
The divine power of your mind and psionics allows you to transcend the boundaries between divine magic and psionic power. You can cast any cleric spell you know for 2 psionic dice per spell level, you can apply your channel divinity effect to 2 allies and they gain the temp hp as well. In addition any spells you cast that effect magic (IE, detect magic, counterspell, remove curse, dispel magic) treat psionics and magic as the same thing.
Previous Versions
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12/5/2025 10:11:25 AM
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