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Subclass Cleric Mind Domain

yoonmoonsik edited this page Jun 29, 2026 · 10 revisions

Mind Domain

What Is the Mind Domain?

The Mind Domain is a Cleric subclass that channels psychic and mental power through divine faith. 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 Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Mind Domain Spells table, you thereafter always have the listed spells prepared.

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, prying into their mind before they succeed or fail.

Psychic Force You learn to buffet your foes with mental power. 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 Your mental power increases, allowing you to project a sense of calm 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.


Cleric, Apocalypse Domain, Astral Domain, Death Domain, Grave Domain, Knowledge Domain, Life Domain, Light Domain, Mind Domain, Nature Domain, Tempest Domain, Trickery Domain, War Domain

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