Cleric
Base Class: Cleric

The Gods of Madness – including Tharizdun, Cyric, and Sivanah – not only dwell in madness, but are empowered by it. They recognize the insanities of the multiverse and embrace it wholeheartedly. Their followers seek to cause turmoil wherever they go, bringing down even the stoutest into fits of lunacy. These clerics are so dedicated to bringing madness to others that they willing enter the realm of insanity themselves.

Domain Spells

CLERIC LEVEL SPELLS

1rd

Hideous Laughter, Charm Person

3th

Detect Thoughts, Blindness/Deafness

5th

Fear, Hypnotic Pattern

7th

Phantasmal Killer, Confusion

9th

Modify Memory, Dominate Person

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons and deception.

Power of Madness

Starting at 1st level, roll or select a form of indefinite madness, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell. Your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you. You are immune to charm effects..

Gift of Madness

At 1st level, you also learn how to ward off attackers by sharing your madness with them. Immediately after a creature hits you with a melee attack, you can use your reaction to assault it with hallucinations. The creature must make a Wisdom saving throw. On a failed saving throw, it takes psychic damage equal to 1d4, and the hallucinations make it either blinded, deafened, or frightened of you until the end of your next turn. You can use this reaction ability a number of times equal to your wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

At 7th level your damage die changes to 1d6, to 1d8 at level 13, to 1d10 at level 17

Channel Divinity: Instill Insanity

At 2nd level, you can use your Channel Divinity to afflict short-term madness on all creatures of your choice within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.

Murmuring Mantle

Starting at 6th level, when a creature starts its turn within 20 feet of you, you can use your reaction to infest that creatures mind with discordant murmuring. The creature must make a Wisdom saving throw. On a failure, the creature must make a Wisdom saving throw. On a failure, the creature can`t take reactions until the end of its next turn and rolls a d8 to determine what it does during its next turn.

On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action, or bonus action and uses all its movement to move in randomly determined direction. On a 7 or 8, the creature makes a melee Attack against a randomly determined creature within its reach or does nothing if it can`t make such an Attack.

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

Potent Spellcasting

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

Already Mad

Starting at 17th level, you cannot be charmed or frightened and you have resistance to psychic damage

Previous Versions

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10/2/2021 5:46:07 PM
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Madness Domain Image

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