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# Psionic Cleric Domains Psionics is typically an application of knowledge, discipline, and logic, not faith. Yet the gods of psionics are not silent, and thus its practitioners sometimes find that these alone cannot truly describe the world in which they live, and that only through faith can they truly find meaning and purpose in service to the gods of Mind and Madness. The gods of psionics fall into two wildly different domains. The first follow the gods of the structure and discipline required for practicing pure mentalism such as Auppensar, Ilsensine, or Xan Yae. They may act as missionaries for the Hidden Art, enforcers for divine law against the misuse of psionics, or protectors of psionic communities. They are associated with the Mind Domain. The second are those who follow the ancient, unfathomable, and forgotten deities of madness and wild psionic power. Their motives and goals are often as unintelligible as the wills of their deities, yet each is filled with a strong driving sense of divine purpose in everything they do. These clerics follow the Madness Domain. ## Mind Domain Gods of psionics—including Auppensar, Xan Yae, Zuoken, Deep Duerra, Ilsensine, and Memnor—preside over the powers of the mind, collective consciousnesses, and feats of mentalism. Though clerics of the gods of psionics are quite rare, whenever such a god takes an active interest in the happenings in the world, a cleric is called to intervene on its behalf. For example, when a community of psionic beings finds itself beset by a plague, an attack from overwhelming forces, or simply falls from the graces of such a deity, a cleric may be sent to aid the community or bring it back into the light. Depending on the divine mission a mind-domain cleric represents, a psionic community may alternatively welcome or fear the presence of a cleric in their midst. ##### Mind Domain Spells | Cleric Level | Spells | |:------------:|:------------------------------| | 1st | *command, unseen servant* | | 3rd | *detect thoughts, phantasmal force* | | 5th | *clairvoyance, tongues* | | 7th | *compulsion, locate creature* | | 9th | *geas, modify memory* |
#### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor. #### Mind of the Mentalist At 1st level, you learn the *message* cantrip and can cast it without verbal, somatic, or material components.
#### Channel Divinity:
Originate the Collective Beginning at 2nd level, you learn use the sensory information from those around you. As an action, you can choose any number of creatures within 60 feet of you. An unwilling creature makes a Wisdom saving throw or is affected. For 1 hour, you can see and hear through the eyes and ears of any affected creature in addition to your own, though only one at a time, and when determining if you can see or hear a creature or object for a spell or other ability, you can use the senses of an affected creature instead of your own. You can also telepathically communicate with the affected creatures for the duration. #### Hypercognition Starting at 6th level, as an action, you can enter a hypercognitive trance which lasts for 1 minute and allows you to process information extremely quickly. For the duration you can read and write at twice the normal speed, understand and remember all that you are reading and all that is being said around you, regardless of how many different items you are reading or how many different people are speaking, and you can cast spells from spell scrolls as a bonus action. If you use your Originate the Collective feature while in the trance, you can utilize the senses of all the creatures simultaneously as well as carry on separate conversations with each of them. Once you have used this feature you can not do so again until you finish a long rest.
PART 1 | CLASSES | /u/ImFromNASA
\pagebreakNum #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your 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 deal reach 14th level, the extra damage increases to 2d8. #### Hivemind At 17th level, whenever you use your Originate the Collective feature, you can choose to extend access to the collective senses to any creature in the collective. The chosen creatures gain the benefit of using the senses of others and can pass short messages to one another.
## Madness Domain Ancient, forgotten gods of madness lurk in the distant corners of reality and in the Far Realms, beyond the known boundaries of the planes. Those who try to decipher the inscrutable motives and desires of these ancient beings sometimes find themselves filled with divine purpose and power, equipped to carry out part of whatever eldritch plans these beings have for the world. Perhaps a settlement must be warned of a cosmic disaster, a cult which seeks to summon an ancient god's chief rival destroyed, or an ancient artifact from a dragon's horde recovered. In each case, otherworldly purpose shapes and steers clerics of madness to go into the world to fulfill the destinies set before them. ##### Madness Domain Spell | Cleric Level | Spells | |:------------:|:-----------------------------------------------| | 1st | *dissonant whispers, tasha's hideous laughter* | | 3rd | *blur, see invisibility* | | 5th | *hypnotic pattern, slow* | | 7th | *confusion, Evard's black tentacles* | | 9th | *mislead, telekinesis* | #### Bonus Proficiencies You learn the *eldritch blast* cantrip and it counts as a cleric cantrip for you. #### Blessings of Madness Starting when you choose this domain at 1st level, you can use your action to affect either yourself or another willing creature with a minor aura of madness. While under the aura's influence a creature has advantage on saving throws against being charmed. Additionally, Wisdom (Insight) checks against the creature are made at disadvantage. This blessing lasts for 1 hour or until you use this feature again. #### Channel Divinity: Call Forth Madness Starting at 2nd level, you can use your Channel Divinity to drive nearby creatures mad. As an action, you present your holy symbol and invoke the unpronounceable and mind-bending name of your deity. Each creature of your choice within 30 feet of you that can hear you must make an Intelligence saving throw or become frightened of you until the start of your next turn and immediately use its reaction to drop whatever it is holding and scream. #### Otherworldly Purpose At 6th level, you learn to interpret subtle omens from your deity that forewarn of disaster. Though many creatures can receive strange omens in the form of visions, dreams, or signs, you are able to find significance in odd coincidences or unlikely arrangements of items that no one else notices. Whenever you encounter something you consider to be an omen, you can spend an action examining and interpreting it. If you do so, some time in the next 10 minutes you can choose to gain advantage on an ability check, attack roll, or saving throw that you make. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Beacon of Madness At 17th level, you learn to harness the power of your deity's call to insanity in times of dire need. As a reaction to a creature taking hostile action against yourself or an ally within 60 ft, you can impose a vision of your deity upon the creature. It makes an Intelligence saving throw. On a failed save, it is temporarily driven mad and will behave as if it were under the effect of the Confusion spell until the end of its next turn. A creature can be affected by this ability only once per long rest.
PART 1 | CLASSES | /u/ImFromNASA