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### Psionic Domain The Psionic Domain represents concentrated, unfathomable power of the mind. While other beings of immense power find themselves unable or unwilling to withhold their true forms from lesser creatures, Psionic Clerics follow the few who do, those who put forth an immense amount of effort simply to speak to their followers on occasion. Even as they hold back, though, their powers leak out and drift off to their most fervent believers, enhancing their minds and bodies as it edges them closer to uncontrollable power. ##### Psionic Domain Spells |Cleric Level|Spells| |:---:|:-----------:| |1st|Magic Missile, Tenser's Floating Disk| | 3rd |Crown of Madness, Mind Spike| | 5th |Counterspell, Intellect Fortress | | 7th |Fabricate, Phantasmal Killer| | 9th |Bigby's Hand, Rary's Telepathic Bond| #### Unfathomable Mind When you choose this Domain at 1st level, you gain proficiency in the Arcana, Insight, or Investigation skill (your choice). #### Psionic Power Starting at 1st level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d4. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 3rd level (d6), 5th level (d8), 11th level (d10), and 17th level (d12). ***Mind Over Matter.*** You can focus your thoughts to defy even the laws of nature themselves. You can expend one Psionic Energy die to cast the spell Feather Fall. ***Psychic Reassurance.*** You can whisper into the mind of another to bolster their spirit. As a bonus action, you can expend one Psionic Energy die, rolling it and granting temporary hit points to the target equal to the number rolled plus your Intelligence modifier, lasting until the end of your next turn. While these hit points last, the target has advantage on saving throws against effects that charm or frighten. ***Unintelligble Whispers.*** You can whisper gibberish in the mind of an enemy you've just wounded to disorient their thoughts. When you deal damage to an enemy, you can use your reaction to expend one Psionic Energy die, roll the die, and lower their next attack roll by the number rolled plus your Intelligence modifier. ___ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ____________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ______ ___ ___ ___ ___ ___ ______ ______ ___ ___ ___ ___ ___ ______ ______ ___ ___ ___ ___ ___ ______ ______ ___ ___ ___ ___ ___ ______ ______ ___ ___ ___ ___ ___ ______ ___ ______ ___ ___ #### Channel Divinity: Psyshock Starting at 2nd level, you can use your Channel Divinity to release a burst of your deity's indescribable power. As an action, you present your holy symbol and let out a horrifying screech. All creatures within 30 feet must succeed on an Intelligence saving throw or take 2d6 psychic damage and become deafened for 1 minute. On a save, a target takes half damage and is not deafened. A creature deafened in this way can repeat the saving throw at the end of each of their turns, ending the effect on a success. #### Elevated Mind At 6th level, your connection to your deity grows stronger. You have resistance to psychic damage. Additionally, when you roll a 1 or 2 on a damage die for an attack that deals psychic damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. If an attack has multiple damage types, this feature only applies to the psychic damage. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. #### Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Focused Thought Starting at 17th level, your mind grows strong enough to last through even the worst hardships, and sharpened enough to think clearly in all situations. When you make an Intelligence check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.