Mind Domain in Audalis | World Anvil

Mind Domain

Clerics of the mind domain channel the powers of the divine through psionic power, granted to them by their faith. These practitioners can call upon the magic of the divine, as well as project the authority of their faith's domain using their mind, rather than channeling their power into manifestations.

Mind Domain Spells

 
Cleric Level Spells
1st dissonant whispers, tenser's floating disk
3rd detect thoughts, mind spike
5th hypnotic pattern, tongues
7th hallucinatory terrain, phantasmal killer
9th rary's telepathic bond, synaptic static

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor and martial weapons.  

Psychic Aura

Also at 1st level, the psionic energy channeling through you manifests as an aura, which bolsters you and your allies' abilities. This aura projects outward in a 10-foot radius around you, ignoring cover, and moves with you. The aura is disabled while you are unconscious. You and creatures of your choice within the aura can add your Wisdom modifier to their initiative rolls.   Also, when a creature within the aura other than you makes a Wisdom (Perception) check, you can use your reaction to grant a +4 bonus to the check. You can do so before or after rolling the d20, but before the GM determines the outcome of the check. You can use this reaction a number of times equal to your Wisdom modifier, and expended uses are replenished when you finish a long rest.   At 17th level, the radius of this aura increases to 30 feet and creatures of your choice within the aura can add a +2 bonus to their attack and damage rolls, as well as to their AC.  

Channel Divinity: Deity's Mantle

At 2nd level, you can use your Channel Divinity to create a psionic mantle around yourself, infused with your prayers that beseech your deity for aid.   As an action, you don a mantle of flowing, intangible psionic energy for 10 minutes. This mantle grants one of the following benefits of your choice when you use this Channel Divinity option:   • You have advantage on saving throws against effects imposed by celestials, fiends, and fey.   • You have a +5 bonus to Strength and Dexterity checks you make.   • You can communicate telepathically with up to 5 willing allies of your choice while you are on the same plane of existence. Chosen allies understand your telepathic speech and can telepathically reply in a way you understand.   • Your weapon attacks become magical and deal psychic damage instead of their normal damage type.   • You gain temporary hit points equal to 5 + two per each of your cleric levels, which last until this effect ends.  

Divine Grace

At 6th level, your faith provides you divine protection while you wear your deity's mantle.   While your Deity's Mantle is active, you can add your Wisdom modifier to all saving throws you make.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Debilitating Aura

Beginning when you reach 17th level, enemies within your psychic aura take a penalty to Intelligence, Wisdom, and Charisma saving throws equal to one half your Wisdom modifier. In addition, once per turn, when you deal damage with a spell, you may choose to change all damage dealt by that spell to your choice of psychic or force damage.

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