You are on page 1of 1

DND 5th Edition Sign in

community wiki !

Home

Menu

Cleric: Mind Domain


(HB)

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.

Source: Exploring Eberron

Mind Domain Spells

Cleric Level Spells

1st Command, Dissonant Whispers

3rd Detect Thoughts, Phantasmal Force

5th Enemies Abound, Fear

7th Confusion, Phantasmal Killer

9th Dominate Person, Telekinesis

Flash of Insight
Starting at 1st level, 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 get a
bonus to this reroll equal to half of your cleric level
(minimum of 1).

You can use this feature twice. You regain expended uses
when you finish a short or long rest.

Psychic Force
Also 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.

Channel Divinity: Psychic


Feedback
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 must use this feature before you
know the outcome of the roll.

If the spell or effect that caused the Wisdom saving throw


is not created by a spell you cast, 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.

Gestalt Anchor
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 +2 bonus to
the saving throw. You must be conscious to grant this
bonus.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.

Bend Reality
Starting at 17th level, when you see an ally within 30 feet
of you fail a saving throw, you can replace the roll with a
20, potentially changing the outcome. Once you use this
feature, you can’t use it again until you finish a short or
long rest.

Help | Terms of Service | Privacy | Report a bug | Flag


as objectionable

Powered by Wikidot.com

Unless otherwise stated, the content of this page is


licensed under Creative Commons Attribution-ShareAlike
3.0 License

Other interesting sites

hil.wiki
ang larangan ng publiko sa Ilonggo

Oracle Database
All things oracle...

Souls Lore

Sistemas Digitales

You might also like