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 |
Empathic Link
At 6th level, you have mastered an additional way to use your psionic abilities, detailed below.
Share Pain. As an action, you can create an empathic link between you and one willing creature within 60 feet of you. While you and the target are within 60 feet of each other, any damage either of you take is divided evenly between the two of you. This feature ends after 1 minute, if you and the target become separated by more than 60 feet, if either of you drop to 0 hit points, or you use this feature again. You can also dismiss the link as an action.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use it again.
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.”