Spiritualism Domain (5A)

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This is an original 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

Spiritualism Spells
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 companions with a Psychic Bond. As an action you can select a creature within 30 feet who are able to understand a language and add that creature to your psychic bond. You and all who you have a psychic bond with can communicate telepathically even without a shared language. The effect ends for an ally if they end their turn more than 100 feet times your Proficency Bonus away from you.

You can simultaneously bond a number of creatures up to your cleric level. If you exceed this number, you lose the bond with the creatures furthest away from you until you have a bond with a legal number of creatures. An ally can take an action to end the psychic bond for themselves and you can take an action to end the bond with any targets of your choice.

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 only requires a material components if that component is consumed by the spell.

Channel Divinity: Bond Magic

Beginning at 6th level, you can use Psychic Bond to deliver spells to your allies at any range.

Use this when you cast a spell. Choose an ally that is a part of your psychic bond. This spell and any spells you cast in the next minute can affect this target as if the target was 5 feet away and you were touching it.

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.

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 inflict psychic damage or give the charmed or frightened condition.

Designer's Notes

Psychic power always had mutual support as one of its aspects. This is my attempt to add that to the game.