Spiritualism Domain (5A)

From Action
Jump to navigation Jump to search
5A5A logo
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

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 companion with a Psychic Bond. Select up to ten willing creatures within 30 feet who are able to understand a language. All of you can communicate telepathically. The effect ends for an ally if they end their turn more than 200 ft. away from you. 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 allies of your choice.

Bonded Defense

At 1st level, as long as you have a creature affected by your Psychic Bond within 30 feet, you gain a +1 bonus to Armor Class.

Channel Divinity: Shared Skill

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 except armor proficiency (shield proficiency is ok). 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.

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.

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.