Gods of insanity exist in the pantheons of some worlds, but not all. What does exist in all corners of the multiverse is madness. Mania creeps in, and exists in the shadows and fringes of civilization. In some cases, like that of the Kuo-toa, lunacy is the basis of their existence. Clerics who draw their power from either a god of insanity or from the concept itself may be aware that they are doing it, or they may believe that they are drawing power from some other god or concept, or they might be oblivious to what is happening, as their own insanity prevents them from knowing.
Domain Spells
You gain domain spells at the cleric levels listed in the Insanity Domain Spells table. See the Divine Domain class feature for how domain spells work.
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Slow the Mind
Also at 1st level, you gain the ability to instinctively manipulate minds to prevent harm befalling you. When a hostile creature within 5 feet of you would hit you with an attack, you can use your reaction to force them to reroll with disadvantage. You can use this feature a number of times equal to your Wisdom modifier (A minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Lunacy Blast
Starting at 2nd level, you can create a host of imaginary horrors to torment your enemies. As an action, you can force one hostile creature within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to 1d6 + your Wisdom modifier (minimum of one) and is frightened until the end of its next turn. On a successful save, the creature takes half as much damage and isn't frightened. The damage changes to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Channel Divinity: Warp the Soul
At 6th level, your magic can corrupt others and twist their minds. If you spend 10 minutes interacting with a humanoid outside of combat, you can expend a use of Channel Divinity and force them to make a Wisdom saving throw. On a failed save, the DM magnifies that humanoid's flaws in some way that brings the humanoid closer to insanity. At the DM's option, this might cause the humanoid's alignment to change. The magnified flaw(s) last for 2 days.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Mind Mastery
At 17th level you have become an expert at mental manipulation. You gain the following benefits.
Weird is a domain spell for you. Like other domain spells, it is always prepared and counts as a cleric spell for you.
When you cast Weird, creatures have disadvantage on the first 2 saving throws against it.
Slow the mind is basically a close a range version of the light cleric's Warding Flare, so it should be fine balance wise.
Lunacy Blast seems kind of weak, especially compared to the light cleric's Radiance Of The Dawn, although Lunacy Blast does impose frightened for two turns, but 1d10 + Cleric level should be fine.
Warp The Soul is a bit vague, I'm not entirely sure how it could be improved, maybe by adding in some of the Insanity features from the DMG but I dunno.
Divine Strike: no problems.
Mind Mastery seems pretty balanced, maybe a bit on strong side but it shouldn't be a problem.
Overall I think it's a really cool idea, the Great Old One Warlock patron is one of my favorites and it's cool that this is kind of similar to it.
Warp the Soul is pretty DM dependent, but if you're messing with the minds of NPCs, I feel like that's something that DMs should have most of the control of. Lunacy Blast, I might change the damage to 1d10 + cleric level, I'm not sure. Thanks for your feedback!
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
So, I just made a new homebrew cleric domain. Is it balanced? What are your thoughts on it?
https://www.dndbeyond.com/subclasses/138369-insanity-domain
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
I can’t view it. Is it published?
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Heads up the link does not work so I'm guessing you haven't published it yet. I would suggest copy and pasting the subclass so we can view it.
Gods of insanity exist in the pantheons of some worlds, but not all. What does exist in all corners of the multiverse is madness. Mania creeps in, and exists in the shadows and fringes of civilization. In some cases, like that of the Kuo-toa, lunacy is the basis of their existence. Clerics who draw their power from either a god of insanity or from the concept itself may be aware that they are doing it, or they may believe that they are drawing power from some other god or concept, or they might be oblivious to what is happening, as their own insanity prevents them from knowing.
Domain Spells
You gain domain spells at the cleric levels listed in the Insanity Domain Spells table. See the Divine Domain class feature for how domain spells work.
Insanity Domain Spells
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Slow the Mind
Also at 1st level, you gain the ability to instinctively manipulate minds to prevent harm befalling you. When a hostile creature within 5 feet of you would hit you with an attack, you can use your reaction to force them to reroll with disadvantage. You can use this feature a number of times equal to your Wisdom modifier (A minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Lunacy Blast
Starting at 2nd level, you can create a host of imaginary horrors to torment your enemies. As an action, you can force one hostile creature within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to 1d6 + your Wisdom modifier (minimum of one) and is frightened until the end of its next turn. On a successful save, the creature takes half as much damage and isn't frightened. The damage changes to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Channel Divinity: Warp the Soul
At 6th level, your magic can corrupt others and twist their minds. If you spend 10 minutes interacting with a humanoid outside of combat, you can expend a use of Channel Divinity and force them to make a Wisdom saving throw. On a failed save, the DM magnifies that humanoid's flaws in some way that brings the humanoid closer to insanity. At the DM's option, this might cause the humanoid's alignment to change. The magnified flaw(s) last for 2 days.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Mind Mastery
At 17th level you have become an expert at mental manipulation. You gain the following benefits.
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
Slow the mind is basically a close a range version of the light cleric's Warding Flare, so it should be fine balance wise.
Lunacy Blast seems kind of weak, especially compared to the light cleric's Radiance Of The Dawn, although Lunacy Blast does impose frightened for two turns, but 1d10 + Cleric level should be fine.
Warp The Soul is a bit vague, I'm not entirely sure how it could be improved, maybe by adding in some of the Insanity features from the DMG but I dunno.
Divine Strike: no problems.
Mind Mastery seems pretty balanced, maybe a bit on strong side but it shouldn't be a problem.
Overall I think it's a really cool idea, the Great Old One Warlock patron is one of my favorites and it's cool that this is kind of similar to it.
Warp the Soul is pretty DM dependent, but if you're messing with the minds of NPCs, I feel like that's something that DMs should have most of the control of. Lunacy Blast, I might change the damage to 1d10 + cleric level, I'm not sure. Thanks for your feedback!
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
this looks great would work great for a god of chaos or evil
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Psst....
https://www.dndbeyond.com/subclasses/668371-madness-domain
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