Cleric
Base Class: Cleric

The Insanity Domain Clerics are sinister and enigmatic figures, wielding the chaotic and malevolent power of madness to manipulate minds and sow discord. These dark agents of chaos are not bound by conventional notions of sanity, often embracing the darkest recesses of their own minds to tap into the maddening energies that course through the cosmos.

Worshipping a pantheon of malevolent deities, or even twisted and forgotten entities from beyond the veil of reality, Insanity Domain Clerics revel in the bewildering and the uncanny. Their communion with their chosen patrons grants them an understanding of the fractured nature of the mind, which they wield as both a weapon and a shield. These sinister clerics have the power to evoke nightmarish visions, inducing terror, paranoia, and disarray among their enemies.

Some of the gods or entities that these clerics might venerate include:

  1. The Crawling Void: A nightmarish being from the far reaches of the cosmos, The Crawling Void feeds on mortal minds, driving them to the brink of madness. Its followers seek to unravel the secrets of the universe, even if it means sacrificing their own sanity.

  2. The Whispering Shadow: An ancient and enigmatic entity that speaks in haunting whispers, driving its devotees to madness. Those who serve The Whispering Shadow often act as clandestine agents, spreading confusion and chaos in the realms they infiltrate.

  3. The Lord of Nightmares: A god of terror and fear, The Lord of Nightmares revels in the torment of mortals. Insanity Domain Clerics devoted to this malevolent deity spread terror in their wake, using their powers to manifest the worst fears of those who oppose them.

  4. The Unraveler: A god of entropy and dissolution, The Unraveler seeks to undo the fabric of reality itself. Its followers delight in causing mental and emotional collapse, breaking down the minds of their enemies until nothing but chaos remains.

  5. The Mad Jester: A mischievous and capricious deity, The Mad Jester delights in the absurd and the nonsensical. Insanity Domain Clerics who serve this god are tricksters, using their powers to play cruel pranks and drive their foes to utter lunacy.

As harbingers of twisted minds, Insanity Domain Clerics walk a fine line between order and chaos. While their powers may seem malevolent, they are not inherently evil; some use their abilities to confront madness and its horrors, seeking to restore sanity in the face of darkness. However, others embrace the madness wholeheartedly, finding delight in the insanity they unleash upon the world.

In the hands of a skilled player, an Insanity Domain Cleric can be a compelling and complex character, exploring the thin line that separates genius from madness and wielding the power of insanity with chilling elegance.

Domain Spells

When you choose this domain at 1st level, you gain access to domain spells that are always prepared and do not count against the number of spells you can prepare.

Cleric Level Spells
1st command, tasha's hideous laughter
3rd crown of madness, detect thoughts
5th fear, clairvoyance
7th confusion, phantasmal killer
9th dominate Person, mislead

Bonus Cantrip

When you choose this domain at 1st level, you learn one additional cantrip from you can choose between vicious mockery or mind sliver.

Mind Games

At 1st level, you gain the ability to twist and manipulate the thoughts of others. As an action, you can target one creature that you can see within 30 feet of you and force them to make an Intelligence saving throw against your spell save DC. On a failed save, the creature is affected by one of the following effects of your choice:

  1. Whispers of Confusion: The target is confused until the end of their next turn. They must roll a d10 at the start of each of their turns to determine their behavior (see the confusion spell for details).

  2. Paranoia's Embrace: The target becomes frightened of a creature of your choice within their line of sight until the end of their next turn.

You can use this feature a number of times equal to your proficiency (a minimum of once). You regain all expended uses when you finish a short or long rest.

Channel Divinity: Mind Shatter

Starting at 2nd level, you can use your Channel Divinity to shatter the minds of those around you. As an action, you choose creatures within 30 feet of you up to your proficiency and force them to make a Wisdom saving throw. On a failed save, the target takes psychic damage equal to your cleric level + your Wisdom modifier, and they are both stunned and frightened for 1 minute.  On a successful save, they take half damage and are not stunned or frightened. The target can repeat the saving throw at the end of each of their turns, ending both effects on a successful save. Once you use this feature, you can't use it again until you finish a short or long rest.

Aura of Madness

At 6th level, your presence becomes infused with the essence of madness. You and friendly creatures within 10 feet of you gain advantage on saving throws against being charmed or frightened. Additionally, you and affected creatures have resistance to psychic damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Insanity's Embrace

At 17th level, your connection to the realm of madness becomes truly profound. You gain immunity to psychic damage, and you can now cast Psychic Scream using a 9th-level spell slot without requiring any components. You regain this ability when you finish a long rest.

Additionally, whenever a creature within 30 feet of you becomes frightened, you can use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature experiences intense fear and paranoia, causing them to perceive their allies as threats. They must use their next turn to attack the creature closest to them as if under the effects of the confusion spell. At the end of their turn, the affected creature can repeat the saving throw, ending this effect on a successful save.

While your Insanity's Embrace ability is active, any creature that starts its turn within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, they become frightened for the duration of their turn.

You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest

Previous Versions

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7/15/2023 4:57:57 PM
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Insanity Domain Image

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