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 a particular god takes an active interest in
happenings in the world, a cleric is often the one called to
intervene. 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 Mind Powers
Cleric Level

  • Available in Section 2: Mind Powers.
    Mind Powers
    1st Compel Focus* Track Power*
    3rd Minimize* Phantasmal Force
    5th Daze* Tongues
    7th Compulsion, Telepresence*
    9th Geas, Rary’s Telepathic Bond

Note: Domain Mind Powers
As a cleric for a psionic deity or either type, instead of receiving
domain spells, you learn psionic mind powers of the appropriate level
from the psionist mind power list. Not all of your spells are
considered mind powers, only the ones from this list. Descriptions
for the items marked with an asterisk (*) are included after the
domain features.
Your Mind Power Save DC and Mind Power Attack Modifier for
these mind powers are the same as your Spell Save DC and Spell
Attack Modifier.
You may manifest one of these mind powers by using a spell slot
of the appropriate level. Manifesting mind powers does not
require verbal, somatic, or material components, unless those
components have a cost or are consumed.

Mind of the Mentalist
At 1st level, you learn one psionist talent of your choice.

Bonus Proficiencies
Also starting at 1st level, you gain proficiency with heavy

Channel Divinity: Originate the Collective
Beginning at 2nd level, you learn use the sensory information
from those around you.
As an action, you may choose any number of creatures
within 60 feet of you. An unwilling creature makes a wisdom
saving throw or is affected. For 1 minute, 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, mind power, or other ability, you may use the senses of
an affected creature instead of your own. You may also send
and receive short messages with the affected creatures for
the duration.

Starting at 6th level, as an action you may enter a
hypercognitive trance for 1 minute which allows you to
process information extremely quickly. For the duration you
may 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 may cast spells from spell scrolls as a bonus action. If you
use your Originate the Collective feature while in the trance,
you may 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 may not do so again
until you finish a long rest.

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.

At 17th level, whenever you use your Originate the Collective
feature, you may 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 may pass
short messages to one another.

Compel Focus
1st-Level Psionic Transmutation (Clairsentience)
Casting time: 1 Action
Range: Touch
Duration: 1 hour
A willing creature you touch gains advantage on
Intelligence checks and saving throws for the duration.
Additionally, after the duration ends, the affected creature is
able to accurately recall anything it has seen or heard while
under the influence of the mind power.

Track Power
1st Level Psionic Divination (Metapsionics)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes.
You reach out to the remnants of psionic auras present in
the creatures, objects, and areas around you.
If a creature manifested a mind power or cast a spell within
the last hour in the area within 30 feet of your location, an
aura appears like a faintly glowing smudge in the air where
the event occurred. If a creature or item in range contains
significant psionic or magical power it also glows faintly.
You may use your action to examine a glowing aura to
determine what school of magic or psionics (if any) the aura
bears. The auras are only visible to you and do not penetrate
opaque barriers.

2nd-Level Psionic Evocation (Metapsionics)
Casting Time: 1 action.
Range: Self.
Duration: Concentration, up to 1 hour.
You divert the flow of psionic energy around yourself. You
gain resistance to psychic and psionic damage (any magic
damage dealt by a creature with the Spellcasting (Psionics)
trait or any damage dealt directly by a psionic mind power or
talent is psionic damage).

3rd-Level Psionic Enchantment (Domination)
Casting Time: 1 action
Range: 30 ft.
Duration: Instantaneous.
You disrupt the mental faculties of a nearby creature.
You may target a creature you can see within range. If it is
concentrating on a spell, mind power, or similar ability, it
immediately ceases concentrating on it. It then makes an
Intelligence saving throw or takes 8d4 psychic damage, or
half as much on a failed save.
At Higher Levels: At each level above third, the damage
increases by 1d4. If you manifest this power at 5th level or
higher, on a failed save the creature also becomes stunned
until the end of your next turn.

4th-level Psionic Divination (Clairsentience)
Casting Time: 1 action
Range: Self.
Duration: Concentration, up to 1 hour.
You push your consciousness away from your physical body
and out into the world around you. While your consciousness
roams free of your body, you can see and hear anything that
happens within a 30-foot sphere around your consciousness
as if you had darkvision, but not farther than that. As an
action, you may move your center of perception up to twice
your movement in any direction, including into the air or
through small openings such as a cracked window or a
keyhole, but not through solid barriers, and not into another
plane of existence. You are considered blinded and deafened
in your own body for the duration unless you can see your
A creature with the ability to see invisible objects (such as
one benefiting from a see invisibility or truesight spell) sees
your floating consciousness as a brightly-glowing ghostly
incorporeal blur with a thin line along the path leading to
your body.

Mind domain

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