Thought Domain
A domain for the clerics that want to force out the truth
Thought Domain
The Domain of Thought is one of acquiring knowledge, oftentimes by forcing it from others. Gods of this domain more often than not are also gods of knowledge. These gods include Oghma, Boccob, Gilean, Aureon, and Thoth. These gods mainly acquire knowledge and their followers oftentimes find themselves collecting information from other's thoughts. Other times they work to understand how the minds of other races and creatures work. A rare few of these clerics can also work as spies, gathering knowledge from enemy nations.
Thought Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Charm Person, Cause Fear |
| 3rd | Mind Spike, Detect Thoughts |
| 5th | Enemies Abound, Sending |
| 7th | Hallucinatory Terrain, Confusion |
| 9th | Synaptic Static, Modify Memory |
Predictable Emotions
When you choose this domain at 1st level, you get a better sense of what drives a person and what you can say to get them to do what you want. You become proficient in your choice of two of the following skills: Deception, Persuasion, Intimidation, and Insight. You gain double proficiency when using these skills.
Protection of the Mind
Also at 1st level, exploiting other's minds has taught you how to better defend yourself against such attacks. You have advantage on saving throws against being charmed, and magic can't put you to sleep. If you already have these benefits then you get advantage on saving throws against being frightened.
Channel Divinity: Forceful Truth
At 2nd level, you can use your Channel Divinity to force a creature to tell you the truth.
As an action, you present your holy symbol and touch a creature. When you do this, the creature must succeed a Wisdom saving throw vs. your Spell Save DC or it must answer any question you ask it truthfully. A creature that succeeds the saving throw is immune to this effect for 24 hours. A creature that is immune to being charmed is also immune to this effect. This effect lasts for an hour or until you use a bonus action to end it.
Block Pain
Starting at 6th level, you can use your Channel Divinity to tear down a creature's mental restrictions, allowing it to shrug off even the mightiest of blows.
As an action, You present your holy symbol and touch a willing creature. When you do this, the creature does not become unconscious when it hits 0 hit points. The creature can take it's actions normally but still must make it's death saving throws. However it can still die if it takes damage equal to or greater than half of it's maximum hit points. This effect lasts 1 minute or until the creature dies, after the effect ends the creature gains 1 level of exhaustion. When this effect ends, if the creature is at less than 1 hit point then it becomes unconscious. When you use this feature it cannot be used again until you take a short or long rest.
Psychic Strike
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy. Once on each of you 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.
Mind Sense
Starting at level 17, you become aware of the presence of creatures within 30 feet that have an Intelligence score of 4 or higher. You knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Also when you cast an enchantment cleric spell on a creature you can see within 30 feet of you, it has disadvantage on saving throws against the spell if it has an Intelligence score of 4 or more. A creature does not duffer this penalty if it is under the effects of Mind Blank, Nondetection, or other similar effects.
Version 1.0
Homebrew by: KnghtSbr
I am a new homebrewer and this homebrew is still in the making. Any balancing or aesthetic advice is greatly appreciated.