Psychosomiatry Domain (Vitalist) In societies where there are few worshippers of deities of life, vitality, or healing, the needs of sick and injured must be met in some way. In these societies, psychic healers have taken on this responsibility, often discovering their powers through conviction toward a personal philosophy or ideal, rather than communication with a deity. They are frequently given the name "vitalist" to distinguish them from other clerics. While these individuals appear to be able to heal as any other

cleric, in reality they specialise in prevention of harm

and telempathically taking the burden of others'

afflictions. They also possess an ability to psychically

connect with others to form a small telepathic network. Vitalists are able to share their gifts across the network, providing aid at the speed of thought.

Psychosomiatry Domain Spells Cleric Level Spells 1st false life, psychic stigmata 3rd empathic martyr, psychic bodyguard 5th haste, life transference 7th death ward, freedom of movement 9th affinity bond, intellect fortress Psychothaumaturgy Vitalists derive their powers from a personal philosophy rather than a deity. While they are able to mimic certain aspects of divine spellcasting, they are incapable of channelling positive or negative energy in the same way as other clerics. As a vitalist, you lose access to all cleric spells of the evocation and necromancy schools. In exchange, you may prepare spells unavailable to other clerics. For you, these spells are always treated as cleric spells. See page 2. Psychic Collective Starting at 1st level, you can communicate telepathically with any willing creature you are aware of within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Creatures can refuse this connection, in which case you cannot attempt to telepathically communicate with that creature in this way again for 24 hours. Additionally, at the start of each day, you can designate a maximum of two willing creatures with whom you can communicate in this manner as members of your collective. Members of your collective can telepathically communicate with each other as long as they are within range of your telepathy. You are always a member of your own collective, and do not count toward the maximum limit. Domain spells that you cast on members of your collective are treated as if they had range equal to that of this feature if it would be greater than its original range.

At 5th, 11th, and 17th level, both your maximum number of collective members and your range of telepathy from this feature are doubled.















































































Collective Vigor Also starting at 1st level, whenever you cast a domain spell, you can use a bonus action to have every other member of your collective gain a number of temporary hit points equal to thrice the level of the spell cast. These temporary hit points last for one minute.

Additionally, if you or a member of your collective would gain temporary hit points or regain hit points, the beneficiary can instead choose to redirect the source of that increase to another member of your collective. Credits Cato the Ventosi Wind Shaman by Wallok

Rod of Asclepius by Leah Jordan, found on UIHere Original class concept: Vitalist / Worldthought Medic by Dreamscarred Press



Written by /u/Azidopentazole

Channel Divinity: Collective Echo Starting at 2nd level, you can use your channel divinity to broadcast your protective spells to your collective. When you cast a domain spell that targets you or a member or your collective, you can apply a second instance of the same spell to a member of your collective as part of the same action, and without expending an additional spell slot. Treat this echoed spell as if you had cast it at the same time as the first, except it does not require concentration from you, its range becomes the range of your psychic collective, and it ends after a maximum duration of one minute. If the spell requires concentration, then the echoed spell's target must maintain concentration for the spell to take effect (the spell ends if that concentration is lost). An echoed spell with an original range of "self" applies its effects as if it were cast by the recipient.

At 5th, 11th, and 17th level, you can echo one more spell in this way by expending an additional spell slot for each echoed spell. These additional slots must be of the same level as was used for the original spell for each echoed spell. Starting from 11th level, you can also echo cleric spells from outside of your domain in this way as long as they are cast at a level equal to or lower than your maximum spell level − 2. Vitalist's Aid At 6th level, whenever you are able to use a reaction, members of your collective can use a bonus action to request aid from you. If they do, until the start of your next round, you can use a reaction at any point in time to cast a domain spell to target a creature who has requested aid. No additional action is required for a spell cast in this way. Collective Vitality At 8th level, whenever a member of your collective benefits from either your Vitalist's Aid feature or Collective Vigor feature after you have cast a domain spell during the same round, that creature also heals a number of hit points equal to your Wisdom modifier. Additionally, any temporary hit points that would be gained from your Collective Vigor feature can instead be healed. At 14th level, this benefit extends to any spell that you cast, and this feature also increases maximum hit points by your Wisdom modifier for one hour. Vitalist's Vigilance At 17th level, when a member of your collective requests aid from you, an invisible sensor is created that lasts for 1 minute. This sensor allows you to see and hear as though through the spell clairvoyance, and it is centered on the creature who requested aid. Only one such sensor can exist at any one time. For the duration in which the sensor exists, you can use a reaction at any time for your Vitalist's Aid feature to target the creature connected to that sensor. Spells cast in this manner have no maximum range limit, and extend beyond planar boundaries.













Spells Vitalists have access to the cleric spell list with the exception of evocation and necromancy spells (those that are listed here are retained). They also gain access to the following spells, and treat them as cleric spells. New spells provided in this document are marked with an asterisk next to its name.

Vitalist Spells Cantrips Mage Hand

Message

Mind Sliver (UA)

Spare the Dying 1st Level Alarm

Expeditious Retreat

Id Insinuation (UA)

Psychic Stigmata

Sleep

Tasha’s Hideous Laughter 2nd Level Detect Thoughts

Empathic Martyr*

Gentle Repose

Mental Barrier (UA)

Mind Thrust (UA)

Psychic Bodyguard*

Spiritual Weapon

Thought Shield (UA) 3rd Level Haste

Life Transference (XGtE)

Nondetection

Revivify

Sending

Speak with Dead 4th Level Arcane Eye

Confusion

Dimension Door

Ego Whip (UA)

Polymorph 5th level Affinity Bond*

Dream

Intellect Fortress (UA)

Modify Memory

Reincarnate

Synaptic Static (XGtE) 6th level Mental Prison (XGtE)

Psychic Crush (UA)

Scatter (XGtE)