Mind Domain (5e Subclass)

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Mind Domain[edit]

Cleric Subclass

Clerics of the Mind Domain have the ability to both protect their psyche from obtrusive interferences and trick their opponent’s senses with illusions and targeted attacks. Deities of the mind include Sardior, Leira, Oghma, Athena and Thoth.

Mind Domain Spells
Cleric Level Spells
1st comprehend languages, silent image
2nd detect thoughts, zone of truth
3rd hypnotic pattern, tongues
4th hallucinatory terrain, raulothim's psychic lance
5th dream, rary’s telepathic bond
Bonus Cantrip

When you choose this domain at 1st level, you gain the minor illusion cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Disciplined Mind

Also at 1st level, you gain proficiency in Intelligence saving throws if you weren’t already proficient in them. Additionally, whenever you fail an Intelligence or Wisdom saving throw, you can use your reaction to add 1d4 to the roll, potentially turning the failure into a success. You can use the feature to improve your saving throw a number of times equal to your proficiency bonus, and you regain all uses of this feature on a long rest. This feature’s die increases when you reach a certain level in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Channel Divinity: Overview

Starting at 2nd level, you can use your Channel Divinity to dispel trickery and illusions, while allowing your companions to uncover secrets in the world around them. As an action, you present your holy symbol. For 1 minute, at the start of each of your turns, every spell of the school of Illusion that is of a level equal to half your cleric level (rounded up) is dispelled in a 30 ft radius around you. Additionally, while the feature is ongoing, you and your allies within 30 ft of you can use a bonus action during each of your turns to make an Investigation or a Perception check.

Beacon of Tranquility

Starting at 6th level, you can also use the reactive feature of Disciplined Mind when a willing creature that you can see within 30 feet of you fails an Intelligence or Wisdom saving throw.

Potent Spellcasting

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

Unyielding Resolve

Starting at 17th level, your devotion has fortified your mind against external intrusions. You learn the intellect fortress spell, and it doesn't count against your maximum number of prepared spells.

You can cast this spell once, without spending spell slots, and regain the ability to do so when you finish a long rest. You can also cast this using your Channel Divinity feature, instead of spending spell slots.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration and only takes you a bonus action to cast. If you do so, the spell's duration becomes 1 minute for that casting.

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