Cleric
Base Class: Cleric

The Madness domain is for those individuals who have given themselves over entirely to their own form of insanity.  They have embraced it in a way that others can only deign to fathom, and that madness connects them to something primordial and terrifying.  Clerics who wield the Madness Domain are not simply insane cultists pursuing the aims of some cult leader or ancient evil.  Madness Clerics, or sometimes known simply as The Mad, work to spread and inspire madness in all that they encounter, wielding their lunacy as both a sharpened sword to cut down their enemies, and as a surgeon’s scalpel to skillfully excise the last vestiges of sanity from even the most staunch and hearty minds.

In all but the largest and cosmopolitan of cities, these figures are unwelcome among the common folk, and are relentlessly pursued by those who would stymie the efforts of The Mad.  As such, Madness Clerics are often found at the edges of civilization, or buried in the darkest parts of urban life.  There they prey on the weak-minded, the broken-hearted, and those of lost fortune.  In places where they are able to conjure a following, Madness Clerics are not easily removed, as the followers who cling to a Madness Cleric often become fanatical devotees, torn between their own crumbling sanity, and the vivid promises of belonging that The Mad evoke.

Those who would stand against The Mad have at least one point of good fortune in their favour, which is that the varying methods and means of insanity that afflict The Mad, often results in creating more discord than cooperation between fellow would-be prophets of insanity.  This disparity in ideology often prevents fellow Madness Clerics from working together, save for all but the most terrifying and influential among their numbers.

Madness Domain Spells

Cleric Level          Spells

1st                          Hideous Laughter, Cause Fear

3rd                         Detect Thoughts, Enthrall

5th                         Fear, Hypnotic Pattern

7th                         Confusion, Compulsion

9th                         Dream, Modify Memory

Insane Insight

The world of madness has many virtues.  Those who call you insane cannot fathom the deep truths that the world reveals to you and you alone.  You gain proficiency in Insight and Perception.

In addition, your addled mind is more difficult for others to overcome.  You gain Advantage on saves against spells or abilities that cause the Frightened and Charmed conditions.

Channel Divinity: Call of Madness

Starting at 2nd level, you can use your Channel Divinity to channel your madness into nearby creatures.  Any Humanoid creature within 30ft of you must make a Wisdom Saving Throw, or be either Charmed or Frightened (your choice when you use this ability).  The choice applies to all creatures affected and in range. This effect lasts for 1 minute, however if a creature takes damage during this time, they may make another saving throw.  During this time, the affected creature’s thoughts are muddled and unclear, and even after the effect has worn off, memories are fuzzy and distant, as though glimpsed through a foggy window.

Climb The Walls

Starting at 6th level, you are able to overcome the mental fortitude of other creatures.  Any time you would use a spell or ability that causes the Charmed or Frightened condition on a creature that is normally Immune to such states, the creature loses immunity.  However, it still rolls with Advantage.
In addition, your Insane Insight ability improves, and you become Immune to the Charmed and Frightened Conditions.  Madness Clerics with this ability are still subject to the effects of other Madness Clerics with this same ability, and in such contests a Madness Cleric loses their Immunity to Charmed and Frightened conditions, but still rolls with advantage, as described above.

Slippery Slope

Starting at 8th level, anytime you inflict either the Charmed or Frightened conditions on a creature, you may instead choose to inflict the Confused condition instead.  An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

If this ability is used against multiple targets, all targets become subject to the Confusion effect, instead of the Charmed or Frightened conditions.

 

d10

Behavior

1

The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

2-6

The creature doesn’t move or take actions this turn.

7-8

The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10

The creature can act and move normally.

Consume The Mind

Starting at 17th level, creatures targeted by a spell or ability you create that would result in them having the Charmed, Frightened or Confused conditions, roll saving throws at Disadvantage against the spell or effect.  Additionally, anytime a creature fails a saving throw to resist such effects, they take 2d6 Psychic damage.  This damage does not initiate additional saving throws, as per the usual rules around damage granting new saving throws.

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