# Overview The Mind Domain is a [[Fate|Fated]] Subclass of [[Cleric]]. Clerics of this domain were the unwitting, occasionally unwilling servants of [[Orzith Ilix, The Thought Collector|The Thought Collector]], known as [[Or (Concept)|Ors]]. ![[List of Mind Domain Clerics]] ## Description *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.* # Subclass Features ## Level 1 - Spell List | 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]] | A Cleric of [[Orzith Ilix, The Thought Collector|The Thought Collector]]'s spell list is further modified, removing some spells and adding others. These spells are not always prepared: | Cleric Spell | Replacement Spell | | -------------------------- | --------------------- | | [[Spare the Dying]] | [[Mind Sliver]] | | [[Cure Wounds]] | [[Cause Fear]] | | [[Healing Word]] | [[Compelled Duel]] | | [[Aid]] | [[Enthrall]] | | [[Prayer of Healing]] | [[Tasha's Mind Whip]] | | [[Protection from Poison]] | [[Suggestion]] | | [[Life Transference]] | [[Hypnotic Pattern]] | | [[Mass Healing Word]] | [[Catnap]] | | [[Revivify]] | [[Slow]] | | [[Death Ward]] | [[Psychic Lance]] | | [[Greater Restoration]] | [[Synaptic Static]] | | [[Mass Cure Wounds]] | [[Mislead]] | | [[Raise Dead]] | [[Modify Memory]] | | [[Heal]] | [[Mass Suggestion]] | | [[Heroes' Feast]] | [[Mental Prison]] | | [[Regenerate]] | [[Forcecage]] | | [[Resurrection]] | [[Project Image]] | | [[Mass Heal]] | [[Psychic Scream]] | | [[True Resurrection]] | [[Weird]] | ## Level 1 - Flash of Insight 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. ## Level 1 - Psychic Force 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. ## Level 2 - Channel Divinity: Psychic Feedback 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. ## Level 6 - Gestalt Anchor 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. ## Level 8 - Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. ## Level 9 - Fate Sparks of [[Fate]] are granted to those strong enough to wield them, bolstering their prowess and skill. Each Spark of Fate allows a wielder to spend the spark on a skill from their respective skill tree. | Ability | Description | | ------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Spectral Grasp | As a bonus action, declare an enemy within 30 feet of you. They must make a WIS saving throw equal to your spell save DC. If they fail, their walking speed until the end of their next turn is reduced by 10 feet. You may use this feature an amount of times equal to your proficiency bonus gaining charges back after a long rest. | | Spectral Grasp Heightened | As a bonus action, declare an enemy within 60 feet of you. They must make a WIS saving throw equal to your spell save DC. If they fail, their speed until the end of their next turn is reduced by half. You may use this feature an amount of times equal to your proficiency bonus gaining charges back after a long rest. | | Signal Boost | Your telepathy range increases to 120 feet. Your free uses of Detect Thoughts increases to 2. | | Return Signal | When you use Telepathy, the target you communicate with can communicate back in a single response limited to 25 words. | | Channel Divinity: Nightmare | Choose an enemy within 30 feet that is concentrating on a spell. At the start of their turn, they choose whether they are going to maintain concentration. If they do, you may use your reaction to use your Channel Divinity to deal psychic damage equal to your WIS modifier plus your Proficiency bonus. The damage dealt forces the enemy to make concentration check per usual. | | Channel Divinity: Backfire | When an enemy within 30 feet of you casts a spell, you may as a reaction, use your Channel Divinity to deal damage equal to 1d4 plus your WIS modifier plus your Proficiency bonus to the enemy that cast the spell. | | Channel Divinity: Backfire Heightened | When an enemy within 30 feet of you casts a spell, you may as a reaction, use your Channel Divinity to deal damage equal to 1d4 plus your WIS modifier plus your Proficiency bonus to the enemy that cast the spell. The enemy must make a WIS saving throw equal to your spell save DC. If they fail, whatever spell was cast cannot be cast by the enemy until after the end of the enemy's next turn. | | Brain Gains | Your Mage Hand can now lift up to 25lbs. You can't lift creatures with this feature. | | Brain Gains Heightened | Your Mage Hand can now lift up to 50lbs. You can't lift creatures with this feature. | | Channel Divinity - Empathy | When an enemy within 10 feet of you uses an attack, you may as a reaction, use your Channel Divinity to lower the damage dealt by your Proficiency Bonus. Additionally, the enemy takes psychic damage equal to your Wisdom Modifier plus your Proficiency Bonus. | | Channel Divinity - Sympathy | When an enemy within 10 feet of you targets you with an attack, you may as a reaction, use your Channel Divinity and the target must make a WIS Saving Throw equal to your spell save DC. If the target fails, they are stunned until the end of their next turn. | | Mind Brawler | You are proficient when using objects as weapons when making improvised telekinetic strikes. The damage die is 1d12 for large objects, 1d8 for Small or Medium objects, and 1d4 for Tiny objects. If the attack hits you may shove the target 5 feet away from you or to the side. | | Signal Boost Heightened | Your telepathy range increases to 240 feet. Your Detect Thoughts range increases to a 60 foot radius around you. | | Signal Bridge | If you are within your telepathic range to two different targets they can telepathically communicate with each other if at least one of them knows of your presence. | | Sympathetic Language | When you telepathically communicate with a humanoid, if you don't understand their language, you still grasp their feelings and mood and can communicate yours. | | Sympathetic Language: Heightened | When you telepathically communicate with a humanoid, if you don't understand their language, you still grasp their feelings and mood and can communicate yours. You also gain this ability with beasts, monstrosities, and other non-humanoids. | ## Level 17 - Bend Reality 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.