Cleric
Base Class: Cleric

Mad gods are capricious, and serving them can be highly dangerous. As a result, the clerics that serve them tend to be as mad as they are, and often seek to spread insanity wherever they go. The three most common deities of this domain are Oghma, Mystra, and Cyric, but there are many others.

Insanity Domain Spells

 

Cleric Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
3rd Crown of Madness, Mind Spike
5th Enemies Abound, Hypnotic Pattern
7th Hallucinatory Terrain, Phantasmal Killer
9th Modify Memory, Synaptic Static

Voices in your Head

When you choose this domain at 1st level, you gain the message cantrip if you don’t already know it. When using this cantrip, you may modulate your voice to sound however you like, as long as the message conveyed remains in a language you know.

Eyes of Insanity

Also at 1st level, your crazed stare can drive away those that would do your harm. As a bonus action, you may force a creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. If they fail, the creature moves in a straight line in a direction of your choosing, for a distance in feet equal to five times your wisdom modifier (minimum of five feet).

This movement does not provoke opportunity attacks, and stops when the target collides with an object or wall. If this movement would cause the target to enter into an area obviously harmful to it, the target must first make an additional wisdom saving throw, entering the area only if it fails. Creatures that are immune to charm effects are immune to this ability.

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

Channel Divinity: Sow Madness

 Starting at 2nd level, you can use your channel divinity to inflict a target with madness. A target within 30 feet must succeed on a wisdom saving throw against your spell save DC or suffer a condition determined by rolling 1d10 on the Sow Madness table. The rolled effect applies to the target for one minute or until they take damage. Creatures that are immune to charm effects are immune to this ability.

Sow Madness Table

D10 Effect
1 The creature retreats into its own mind and becomes paralyzed.
2 The creature becomes incapacitated and spends the duration laughing, screaming, or weeping (your choice).
3 The creature becomes frightened of you and must use its action and movement each round to flee from you. If the creature is immune to being frightened, roll again.
4 The creature begins babbling and is incapable of normal speech or spellcasting. If the creature does not know at least one language, roll again.
5 The creature must use its action and movement each round to attack the nearest possible creature other than itself.
6 The creature has vivid hallucinations and has disadvantage on attacks and ability checks.
7 The creature does whatever anyone tells it that isn’t obviously self-destructive. If given conflicting orders, individuals ordering the creature must make a contested Persuasion check. If the creature and you do not share a language, roll again.
8 The creature experiences an overpowering urge to spend its action each turn eating something strange in the present environment, such as dirt, slime, or offal.
9 The creature is stunned and stands drooling and staring vacantly.
10 The creature instantly passes out and falls unconscious.

Madman's Reasoning

Starting at 6th level, you have advantage on saving throws against charming and frightening effects. You can also grant advantage on the same checks to a number of creatures equal to your Wisdom modifier by convincing them to see things your way.

Potent Spellcasting

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

Gates of Madness

At 17th level, you gain knowledge of the spells Mass Suggestion, Symbol, Feeblemind, and Weird. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Mists of Madness

At 17th level, you can create a 30-foot radius area in which allies are granted invisibilty, as detailed in the Invisibility spell, and enemies act as if under the effects of Enemies Abound. This effect lasts for a number of rounds equal to your Wisdom modifier, and you can do this once per short or long rest.

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