Madness Domain
The gods of madness revel in chaos and folly. Some are simple tricksters, Loki, Shar, Cyric and Dyonisus, who enjoy confusing and confounding their enemies, others are beings of pure chaos, who want to see the world burn itself to the ground, like Tharizdun and Tiamat. Some clerics of this domain even revere elder aberrations from the Outer Realms as the original gods of chaos and madness.
A Divine Domain
Cleris of this domain revere gods of madness above all else. To them, sanity is a cage that needs to be unlocked. They often worship in the shadowy safety of secret cults.
Madness Domain Spells
Cleric Level | Spells |
---|---|
1st | Cause Fear, Tasha's Hideous Laughter |
3rd | Crown of Madness, Tasha's Mind Whip |
5th | Enemies Abound, Fear |
7th | Confusion, Compulsion |
9th | Dominate Person, Synaptic Static |
Bonus Cantrip
When you choose this domain at 1st level, you learn the Mind Sliver cantrip, which counts as a cleric cantrip for you but doesn't count against the number of cantrips you know.
Bout of Madness
Also at 1st level, you can cause small moments of insanity in others. As a bonus action, you may force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, roll 1d6 on the table of folly and it suffers the described effects.
You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Channel Divinite: Rabid Hatred
Starting at 2nd level, you can use your Channel Divinity to incite others to violence.
As an action, you present your holy symbol and choose a creature within 60 feet of you. A number of creatures of your choice equal to your proficiency bonus within 30 feet of the chosen creature must each succeed on a Wisdom saving throw, or be charmed by you for 1 minute. While these creatures are charmed by you, they must spend their turns trying to kill the chosen creature. They repeat the saving throw at the end of each of their turns and whenever they take damage, ending all effects on a success.
Perpetual Instability
Starting at 6th level, your mind has become tougher through constant exposure to madness. You have resistance to psychic damage, and have advantage on saving throws against being Charmed or Frightened.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Avatar of Insanity
At 17th level, you are a true avatar of insanity. Whenever you roll on the Table of Folly, you roll 2d6 instead of just one, and choose the result you prefer. Additionally, whenever a creature succeeds on a saving throw against your Bout of Madness feature, you regain the expended use of that feature.
Table of Folly
d6 | Effect |
---|---|
1 | The creature takes 1d4 + your Wisdom modifier psychic damage, and subtracts 1d4 from attack rolls it makes until the end of its next turn. |
2 | The creature takes 1d6 + your Wisdom modifier psychic damage, and is frightened of you until the end of its next turn. |
3 | The creature takes 1d8 + your Wisdom modifier psychic damage. Choose a direction that is horizontal to you. The creature must use as much of its movement as possible to move in that direction unil the end of its next turn. It can take its action before it moves. A target isn’t compelled to move into an obviously deadly hazard, but it will provoke opportunity attacks by moving. |
4 | The creature takes 1d10 + your Wisdom modifier psychic damage, and spends its next turn attacking the creature nearest to it. If there are multiple creatures the same distance from it, it attacks one of them at random. |
5 | The creature takes 1d12 + your Wisdom modifier psychic damage, and is incapacitated until the end of its next turn. |
6 | The creature is charmed by you until the end of its next turn. It obeys all verbal commands you give it that would not harm it while charmed this way. |