Cleric
Base Class: Cleric

Priests of the mind. 

Bonus Proficiency

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

Disciple of the Mind

Also starting at 1st level you can add your proficiency bonus and your cleric level to all intelligence checks and saving throws. 

Channel Divinity: Mind wave

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke psychic energy that can deal psychic damage a number equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide the damage among them. You can’t use this feature on an undead or a construct.

Extra attack

Beginning at 6th level you can attack twice instead of once when you take the attack action on your go. 

Psi Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychotic 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 2d10 psychic damage to the target. When you reach 14th level, the extra damage increases to 3d10.

Supreme mind

Starting at 17th level, when you would normally roll one or more dice to deal psychic damage with a weapon or spell you instead use the highest number possible for each die. For example, instead of dealing 2d6 psychic damage to a creature, you deal 12.

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