Analysis Domain (5e Subclass)
Analysis Domain[edit]
Cleric Subclass
Clerics of the Domain of Analysis specialize in organizing and categorizing knowledge, particularly regarding creatures, abilities, and magical items. They serve as analysts, strategists, and advisors, using their sharp minds to assess power hierarchies, discover hidden truths, and provide valuable insights. Some clerics of this domain work as accountants or administrators within temples, while others may choose the adventuring life, bringing their unique abilities to their parties.
Domain Spells[edit]
The following spells are added to the Cleric spell list for those who choose the Analysis Domain. You gain access to the following domain spells at the respective Cleric levels:
Level | Spell |
---|---|
1st | Identify |
1st | Command |
3rd | Zone of Truth |
3rd | Mirror Image |
5th | Hypnotic Pattern |
5th | Counterspell |
7th | Greater Invisibility |
7th | Phantasmal Killer |
9th | Foresight |
9th | True Seeing |
Attentive[edit]
At 1st level, your sharp attention to detail gives you an edge in defense and perception. You gain the following benefits:
- Organized Defense: While wearing light armor and not wielding a shield, you can add your Wisdom modifier to your AC.
- Skill Proficiencies: You gain proficiency in the Investigation and Perception skills.
Channel Divinity - Ascertain[edit]
At 2nd level, you can use your Channel Divinity to assess and organize the abilities of creatures or objects. As an action, you can touch your holy symbol and choose one of the following effects:
- Creature Hierarchy: Choose up to 5 creatures within 30 feet of you. Each creature must make a Wisdom saving throw. On a failure, you can tell their relative power in terms of challenge rating (CR) or level (if applicable), but not the exact number. For example, you may discover that a Tarrasque is more powerful than a dragon, and that a dragon is more powerful than a mage.
- Saving Throw DC: 8 + your proficiency bonus + your Wisdom modifier.
- Magical Insight: You can cast the Identify spell without expending a spell slot. When you use this ability, you also learn if the item is cursed, and if it has any hidden magical properties not immediately obvious (such as certain items having extra magical effects that are otherwise hidden from typical identification).
Mindful Dissection[edit]
At 6th level, your ability to analyze creatures' powers becomes more refined, allowing you to quickly dissect and organize your findings into actionable knowledge. You can use your understanding of your enemies to exploit their weaknesses and enhance your allies' strengths.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest. When you use Mindful Dissection, choose one of the following effects:
- Tactical Insight: Choose one creature you can see within 60 feet. You can use your action to force the creature to make a Wisdom saving throw against your Channel Divinity DC. On a failure, you gain the following information about the creature:
- The creature’s resistances, immunities, or vulnerabilities to damage.
- The creature’s most potent ability or spellcasting capability (the DM may provide a general description).
- A brief assessment of its current strategic position: is it a frontline fighter, ranged attacker, or support role, and what its role is in the encounter (based on how it is behaving in combat).
- On a success, you gain a basic insight (a vague sense of their abilities), but the more specific details are unavailable.
- Empathetic Empowerment: Choose one ally within 30 feet. For the next minute, the chosen ally gains a bonus to attack rolls or saving throws equal to your Wisdom modifier (minimum of +1). This bonus can be applied to one specific type of ability: either attack rolls or saving throws. You can change this choice after a short or long rest.
Strategic Calculation[edit]
At 8th level, you can use your intellect and insight into battle to anticipate and manipulate the flow of combat. Your mind’s ability to process multiple factors at once gives you an advantage when influencing the battlefield.
You can use Strategic Calculation once per long rest (or regain uses on a short rest by expending a spell slot of 2nd level or higher). When you use Strategic Calculation, choose one of the following effects:
- Commanding Presence: As a bonus action, choose one creature within 60 feet that can see or hear you. The creature must succeed on a Wisdom saving throw against your Channel Divinity DC or be forced to obey one of the following commands for 1 minute:
- Move: The creature must use its reaction to move up to half its speed in the direction of your choice. It cannot take an action, but it may use a bonus action or move further, if allowed by other conditions (such as its own movement abilities).
- Attack: The creature must use its reaction to make one melee attack against a creature of your choice within its range, if it is capable of doing so.
- Defend: The creature must use its reaction to impose disadvantage on one attack roll made against an ally within 30 feet of it.
The creature can make another Wisdom saving throw at the end of each of its turns to end the effect early.
- Calculated Gambit: As an action, choose one creature within 60 feet. You can predict the outcome of its next action, whether it’s an attack, a saving throw, or a spellcasting attempt. For the next minute, you can choose one of the following:
- Deny Advantage: You can impose disadvantage on the creature’s next attack roll or ability check.
- Boost: You can give advantage on an ally's next attack roll or ability check targeting the creature.
- Counteraction: You can force the creature to make a Wisdom saving throw against your Channel Divinity DC. On a failure, you learn the creature’s intended action (such as a specific spell it plans to cast, or an attack it plans to make) and can react accordingly, gaining advantage on your next turn if you take an action to counter it (such as casting a counterspell, dodging, or taking an action to negate the result of the creature’s move).
- Tactical Redeployment: As a bonus action, choose up to 3 allies within 60 feet. You can reorganize their positioning without them provoking opportunity attacks, moving them up to 15 feet in any direction. This movement counts as part of their turn but does not use their movement, allowing them to retain their own actions afterward.
Strategic Command[edit]
At 17th level, you have reached the pinnacle of battlefield control. Your insights into the minds and wills of others allow you to issue commands with such force that they can bend even the strongest of wills to your bidding. You gain the following abilities:
- Masterful Suggestion: You can cast Suggestion (no concentration required) at will, without expending a spell slot. The DC for this ability is equal to your Channel Divinity DC. When you use this feature, you may also give the suggestion as a tactical order, making it a command based on battlefield conditions. For example, you might suggest that an enemy move to a particular location, or that an ally focus on a specific target or action.
- Dominate Mind: Once per long rest, you can cast Dominate Person or Dominate Monster (your choice) without expending a spell slot. The DC for this ability is equal to your Channel Divinity DC, and the creature you attempt to dominate must make a Wisdom saving throw. On a failure, the creature is fully under your control for the duration of the spell. You can use your bonus action on each of your turns to issue commands to the creature. You can maintain control over a creature for up to 1 minute (for Dominate Person) or 10 minutes (for Dominate Monster). During this time, the creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Inspiring Reorganization: As an action, you can target up to five creatures (ally or enemy) within 60 feet and reorganize their positioning on the battlefield. This movement does not provoke opportunity attacks and can be used in conjunction with other actions, such as casting a spell or making an attack. You can move them a distance equal to half their movement speed, but they must follow specific tactical orders you issue—such as taking cover, disengaging, or engaging the strongest foe.
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