Cleric: Mind Domain
Original Source: Exploring Eberron
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.
Mind Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric Level | Spells |
---|---|
1st | alarm, dissonant whispers |
3rd | detect thoughts, thought shield |
5th | enemies abound, fear |
7th | confusion, psychic lance |
9th | dominate person, synaptic static |
Initiate of the Mind
1st-level Mind Domain feature
At 1st level, you learn two of the following cantrips: encode thoughts, mage hand, message, mind sliver, or vicious mockery. These cantrips doesn't count against the number of cleric cantrips you know.
Flash of Insight
1st-level Mind Domain feature
As in Exploring Eberron but uses are now equal to proficiency bonus.
Psychic Force
1st-level Mind Domain feature
As in Exploring Eberron but damage can be radiant or necrotic.
Channel Divinity: Psychic Feedback
2nd-level Mind Domain feature
Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe’s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your Reaction to impose Disadvantage on it using your Channel Divinity. You can also choose to deal psychic damage to the target equal to half your cleric level immediately before the target makes its saving throw. You must use this feature before you know the outcome of the roll.
Gestalt Anchor
6th-level Mind Domain feature
Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 15th level, the range of this aura increases to 30 feet.
Psychic Strike
7th-level Mind Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 psychic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Bend Reality
15th-level Mind Domain feature
As in Exploring Eberron