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Subclass Cleric Mind Domain

yoonmoonsik edited this page Jul 2, 2026 · 10 revisions

MindDomain

What Is the Mind Domain?

The Mind Domain is a Cleric subclass built around Psychic damage and saving-throw manipulation. Psychic Feedback at Level 3 uses Channel Divinity to impose Disadvantage on an enemy's saving throw — after they've already rolled a success. Psychic Force amplifies all Cleric spells dealing Radiant or Psychic damage with bonus Psychic damage equal to your Charisma modifier. Gestalt Anchor at Level 6 projects a calming psychic aura that boosts mental saves for you and your allies.

Class Features

Progression Overview

LEVEL FEATURE
3 Mind Domain Spells, Psychic Feedback, Psychic Force
6 Gestalt Anchor

Level 3

Mind Domain Spells The following spells are always prepared and don't count against your prepared spell limit.

Level 3: Command, Detect Thoughts, Dissonant Whispers, Mind Spike
Level 5: Counterspell, Fear
Level 7: Confusion, Phantasmal Killer
Level 9: Synaptic Static, Telekinesis

Psychic Feedback When a creature you can see within 30 feet of yourself succeeds on a saving throw, you can take a Reaction and expend a use of your Channel Divinity to impose Disadvantage on the saving throw.

Psychic Force When you cast a Cleric spell that deals Radiant or Psychic damage, each target of that spell takes extra Psychic damage equal to your Charisma modifier.

Level 6

Gestalt Anchor You project a calming aura in a 10-foot Emanation that originates from you. The projection is inactive if you have the Incapacitated condition.

You and your allies in the projection gain a +2 bonus to Intelligence, Wisdom, and Charisma saving throws.

If another Mind Domain Cleric is present, a creature can only benefit from one Gestalt Anchor at a time.

Playstyle Notes

The Mind Domain is the psychic control Cleric. Psychic Feedback is a uniquely powerful Channel Divinity use — it fires as a Reaction after the enemy has already succeeded, forcing a reroll at Disadvantage. Against high-stakes saves (like a failed Save or Suck spell connecting), this is a second chance without spending another spell slot. Since it's Channel Divinity rather than a spell slot, it refreshes on Short Rest at Level 2.

Psychic Force at Level 3 pairs with any Radiant or Psychic spell — Guiding Bolt, Inflict Wounds (Psychic version via spells), Sacred Flame, and others all trigger the bonus. Against melee-range enemies, this can add significant damage on spells you were casting anyway. Gestalt Anchor at Level 6 functions as a passive aura — the +2 bonus to Int/Wis/Cha saves applies to all allies within 10 feet without consuming any action.

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