The Thought Domain

Thought represents revelation, philosophy and understanding.  It serves to categorize all of existence. Thought is tied to the element of air, but not any particular alignment. Thought opposes the excess of Energy, attempts to manipulate Time and organize Matter.

Thought Domain Spells

Level Spell
1st Comprehend Languages, Detect Magic
3rd Calm Emotions, Zone of Truth
5th Clairvoyance, Sending
7th Tongues, Confusion
9th Geas, Scrying

 

Realm of Thought

At 1st level, you learn two languages of your choice. You also gain proficiency with two of the following skills: Arcana, History, Insight or Perception and your proficiency bonus is doubled for any ability check you make with these skills.

Channel Divinity: Telepathy

Starting as 2nd level, you can use your Channel Divinity to reach out to the thoughts of other creatures.  You can communicate telepathically with any creature you can see within 120 feet of you for up to 5 minutes.  The creature does not need to understand the language you speak, but does need to understand at least one language.

Strong Mind

Starting at 6th level, you gain proficiency with Intelligence Saving Throws and you gain resistance to Psychic damage.

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 reach 14th level, the extra damage increases to 2d8.

Savant

Starting at 17th level, when you make an Intelligence Skill Check, you can treat any roll under 10 as a 10.

 

The Thought Domain

Fury of the Immortals DNDENCDM