Base Class: Cleric
Some Clerics feel the incessant call of madness. These clerics through years of “practice” can use this madness as a weapon. This material is currently in the play test stage. Please feel free to give me any tips on how to make it more balanced/fun to play!
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Call of Madness
Also starting at 1st level, you gain madness points. These points can be used to enhance the effects of charming spells, or bolster your defense against them. You gain a number of madness points equal to half your Cleric level, rounded down, minimum of 1. These points can be used for Lunatimagic or you can spend 1 madness point to gain immunity to charming effects for one round. All uses of Lunatimagic rest after short rest.
Domain Spells
You gain domain spells at the cleric levels listed in the Madness Domain Spells table. See the Divine Domain class feature for how domain spells work.
Lunatimagic
At 2rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Lunatimagic options of your choice. You gain another one at 8th level.
You can use only one Lunatimagic option on a spell when you cast it, unless otherwise noted
Lunatimagic:
Heightened Spell - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 madness points to give one target of the spell disadvantage on its first saving throw made against the spell.
Subtle Spell - When you cast a spell, you can spend 1 madness point to cast it without any somatic or verbal components.
Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 madness point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell and takes no damage.
Maddening Spell - When you cast a spell that targets creatures other than you. You spend 1 madness point and any creature that tries to damage you for the next round, must first succeed a Wisdom saving throw against you spell save DC. On a failed save the creature falls on the floor laughing hysterically and can’t attack.
Confusing Spell - When you cast a spell you can spend 2 madness points to bolster the effects of the spell, after casting the spell, roll a d20 on a 1-5 roll on the Maddened Magic Table, on a 6-15 no bane or boon, and on a 16-20 the spell's damage is doubled (this effects stacks with a critical roll).
Maddened Magic: Roll a D20, and follow the instructions on the associated effect below.
On a 1-2 Roll on this table at the start of each of your turns for the next minute, ignoring duplicate result on subsequent rolls.
On a 3-4 You cast fireball as a 3rd-level spell centered on yourself.
On a 5-6 You cast confusion centered on yourself.
On a 7-8 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
On a 9-10 You regain 2d10 hit points.
On a 11-12 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
On a 13-14 You regain your lowest-level expended spell slot.
On a 15-16 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
On a 17-18 You gain resistance to all damage for the next minute.
On a 19-20 You regain all expended madness points and one spell slot of 6th level.
Channel Divinity: Contageous Madness
Also at 2nd level, you can use your Channel Divinity to infect those around you with madness.
As an action, you present your holy symbol and evoke maddening energy in a 10 foot radius centered on you. Choose any creatures within range, and they must make a wisdom save or be come affected by the confuse spell. This feature can effect no more creatures than half of your Cleric level, rounded up.
Accursed Madness
Starting at 6th level, your madness grows in strength. One per short rest you can curse a creature to madness. This creature must make a wisdom saving throw, on a successful save this effect is wasted, but if the creature fails he is cursed by you. This curse causes them to do everything in their power to keep you alive, to fight for you, or do anything you say, you can’t cause this creature to do harm to itself or the effect ends immediately. This creature is cursed like this until you curse a new creature, or until the creature dies, which ever comes first
Madness of the Divine
Starting at 8th level, gain an additional Lunatimagic option, as well as once per turn add 1d8 + your Wisdom Modifier to your first damage roll
Unforgiving Madness
Starting at 17th Level, you can as a bonus action go into a maddened frenzy, at which time you gain two additional attacks. These attacks add your Wisdom modifier to the damage in addition to your normal modifiers, afterwards you must spend one turn doing nothing. This can be done once per long rest
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