Ardent Domain - Cleric Subclass

by Jortakk

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Ardent Domain

Ardent Domain clerics are philosiphers, researchers and aides that serve the fundamental ideals of a God, rather than the God itself. Throughout their lives they search for the pure cognisance of these ideals through meditation and discovery. With these attempts of higher understanding comes latent psionic abilities unlocked within them.

Ardent Domain Spells
Cleric Level Spells
1st charm person
3rd suggestion
5th sending
7th charm monster
9th Rary's telepathic bond

Psionic Power

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 your proficiency bonus, increasing to twice your proficiency bonus at 3rd level. These dice 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).

The powers below use your Psionic Energy dice.

Psychic Spellcasting. When you cast a spell, you can solely use your mind to form it by expending one Psionic Energy die and rolling it. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components that do not include a cost either.

Psychic Talents. As an action, you can expend one Psionic Energy die to cast mage hand or message. Either spell cast this way does not require verbal, somatic, or material components. In addition, when you cast mage hand this way, the spectral hand is invisible, and when you cast message this way, neither you nor the target of the spell need to speak the message or the reply, merely think it.

Channel Divinity: Assume Mantle

Starting at 2nd level, choose two of the following lists of spells. You can use your Channel Divinity to realize a representation of your fundamental ideals. As a bonus action, you can pick one of the chosen lists of spells and gain its mantle spells at the cleric levels noted in the mantle description. Once you learn a mantle spell, you always have it prepared, and it doesn't count towards the number of spells you can prepare each day. When you use your Channel Divinity feature this way again, all mantle spells from the previously picked list are forgotten and no longer prepared, and any you have cast immediately end.

Elements Mantle Spells
Cleric Level Spells
1st chromatic orb
3rd scorching ray
5th elemental weapon
7th storm sphere
9th cone of cold
Good Mantle Spells
Cleric Level Spells
1st bless
3rd aid
5th beacon of hope
7th aura of purity
9th summon celestial
Evil Mantle Spells
Cleric Level Spells
1st bane
3rd crown of madness
5th summon lesser demons
7th summon greater demon
9th planar binding
Force Mantle Spells
Cleric Level Spells
1st magnify gravity
3rd immovable object
5th pulse wave
7th gravity sinkhole
9th wall of force
Chaos Mantle Spells
Cleric Level Spells
1st chaos bolt
3rd mirror image
5th blink
7th confusion
9th mislead
Law Mantle Spells
Cleric Level Spells
1st command
3rd zone of truth
5th counterspell
7th compulsion
9th dispel evil and good
Creation Mantle Spells
Cleric Level Spells
1st create or destroy water
3rd continual flame
5th create food and water
7th fabricate
9th creation
Destruction Mantle Spells
Cleric Level Spells
1st inflict wounds
3rd shatter
5th dispel magic
7th blight
9th destructive wave

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Affinity Field

At 17th level, when you cast a cleric spell of 5th level or lower that targets only one creature and doesn't have a range of self, you can spend a number of Psionic Energy die equal to the two and a half times the spell's level, rounded down, to target a number of other creatures up to your Wisdom modifer (minimum of 1) in range with the same spell (2 Psionic Energy die if the spell is a
cantrip). To be eligible for Affinity field, a spell
must be incapable of targeting more than one
creature at the spell's current level.
















Art Credit

All art featured in Complete Psionic, by ©Wizards of the Coast LLC.”

 

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