Difference between revisions of "Spiritualism Domain (5A)"
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=== Channel Divinity: Shared Skill=== | === Channel Divinity: Shared Skill=== | ||
At 2nd level you can Channel Divinity to psionicly share skills. | At 2nd level you can Channel Divinity to psionicly share skills. | ||
− | :Select any one proficiency you or a creature you are in a Psychic Bond with has | + | :Select any one proficiency you or a creature you are in a Psychic Bond with has. You and all creatures part of your Psychic Bond gain that proficiency for one hour. An ally that already has this proficiency gain no benefit. |
+ | For weapons, this can either be all simple weapons or one martial weapon. | ||
+ | For armor, each creature gains proficiency with the first type of armor in this progression the creature does not already have: Light Armor, Medium Armor, Heavy Armor, as long as the creature sharing has this proficiency. | ||
=== Channel Divinity: Psionic Spell === | === Channel Divinity: Psionic Spell === |
Revision as of 12:50, 13 December 2021
Starfox's 5th Edition Fan Page |
This is a Cleric domain for 5A.
Spiritualism is the art of creating connections between the spirits of the divine, the living, the dead, and the community. Through this link, the spiritualist is able to support and energize themselves and others, healing wounds, raise the dead, and other miracles.
Spiritualism is a psionic art, and is often not linked to a specific god but to a more abstract divine force or source of light. Many other clerics are skeptical about spiritualists, accusing them of heresy and self-aggrandizement.
Psionic Subclasses
In 5E, psionics does not have its own classes, it is instead expressed through subclasses. The this subclass uses psionic powers, along with a number of other subclasses in the game, the artificer Archivist and Psychometrist, bard College of Whispers and Psychic, cleric Spiritualist, fighter Psi Warrior, monk Way of the Soft Whisper, Spiral Monk, rogue Soulknife, sorcerer Aberrant Mind and Mystic, and wizard Arcane Horizon and Mentalist.
Subclass Features
Cleric Level | Spells |
1 | Absorb Elements, Comprehend Languages |
3 | Blur, Detect Thoughts |
5 | Counterspell, Nondetection |
7 | Locate Creature, Phantasmal Killer |
9 | Dream, Skill Empowerment |
Psychic Bond
When you choose this domain at 1st level, you can tie yourself and your companion with a Psychic Bond. Select up to six willing creatures within 30 feet who are able to understand a language. As long as these companions stay within 200 ft. of you, all of you can communicate telepathically.
Bonded Defense
At 1st level, as long as you have a creature affected by your Psychic Bond within 30 feet, you gain a +2 bonus to Armor Class.
At 2nd level you can Channel Divinity to psionicly share skills.
- Select any one proficiency you or a creature you are in a Psychic Bond with has. You and all creatures part of your Psychic Bond gain that proficiency for one hour. An ally that already has this proficiency gain no benefit.
For weapons, this can either be all simple weapons or one martial weapon. For armor, each creature gains proficiency with the first type of armor in this progression the creature does not already have: Light Armor, Medium Armor, Heavy Armor, as long as the creature sharing has this proficiency.
Channel Divinity: Psionic Spell
At 2nd level you can Channel Divinity inwards to make your spells psionic.
- Use this when you cast a spell. That spell, and all spells you cast in the next minute, become psionic spells. A psionic spell requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Bond Magic
Beginning at 6th level, you can use Psychic Bond to deliver spells to your allies. You can cast any spell, except spells with a range of self, on an ally that is part of your Psychic Bond up to a range of 200 feet.
Blessed Strikes
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Psychic Shield Wall
Starting at 17th level, you and allies in your Psychic Bond gain resistance to psychic damage and advantage on saving throws against effects that would give the charmed and frightened conditions.
Designer's Notes
Psychic power always had mutual support as one of its aspects. This is my attempt to add that to the game.