Base Class: Cleric
Whispers from the Void
At 1st level, and again at 5th, 10th, 15th, and 20th level, you gain a small form of madness or a "quirky feature". Discuss what this can be with your GM. For example, it could be that you always enter a room with your left foot first, or always wait five minutes after other people have started eating a meal you have not prepared in case it is poisoned. These are RP focused and do not have an impact on your spells.
Lunatic's Insight
At 1st level, whenever you make an ability check that doesn’t include your proficiency bonus, your unique insight allows you to make connections which may or may not exist. If the d20 roll for the ability check is even, you add your proficiency bonus to the check, if it's odd you subtract your proficiency bonus to the check.
Spreading Madness
Starting at 1st level, your crazy demeanor makes your opponents think twice about approaching you. If you cast a spell with a spell slot of 1st level or higher and target a single creature with the spell, you can use your bonus action immediately afterwards to make the target creature make a Wisdom saving throw, if they fail they are affected by one of the effects randomly selected on the madness table for 1 minute. A creature can only be affected once by this feature at any given time, if the same creature is attacked by another spell, you must roll a new madness effect and the time remaining resets. You may only effect a single person at a time with this ability. You can use this feature a number of times equal to your wisdom modifier.
Roll D10:
1 The creature's must keep their movement at zero, if they move they fall prone at the end of their turn
2 The creature becomes goes prone and speed becomes halved. If they fail their saves they must fall prone again
3 The creature becomes frightened of you and cannot move closer
4 The creature has disadvantage on attack rolls and advantage on saving throws
5 The creature has disadvantage on saving throws and advantage on attack rolls
6 The creature must use their action to make a melee attack to the closest creature to it within their capable reach
7 The creature has vivid hallucinations. When the creature makes an attack or casts a spell, roll a D20, on odd roll the attack misses
8 On their initial saving throw, if odds the creatures is blinded and if evens they are deafened
9 The creature doesn't take any actions or movement this turn and madness ends at the start of their next turn
10 The creature is incapable of understanding language and cannot cast any verbal spells and cannot understand others
Channel Divinity: Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity as an action to speak an insane prophecy, holding up your holy symbol you open a rift in the plane and causing nearby creatures to have madness inducing visions and voices violate their mentality if they are within 30ft sphere around you. The sphere travels with you and when you cast this you must choose one of two effects.
- Each round you can choose a specific condition and end it on any allies within the radius. (limited to: Fear, charm)
- As an action, choose a point within 120 feet of you that you can see and roll on the Madness table. Each creature in a 15-foot-radius sphere centered on the chosen point must succeed on a Wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns, unless the effect only lasts one round, an affected creature can make another Wisdom saving throw, ending the temporary effect on a success.
Certainty of Madness
Starting at 6th level, you gain advantage on saving throws you make to avoid or end the charmed on yourself, but have disadvantage on fear and anything that causes madness due to paranoia and the damage the madness has inflicted upon you. Additionally, any creature that attempts to read your thoughts find them to be chaotic and maddening, unable to comprehend your thoughts causing disadvantage to anyone trying to sense your emotions or read your thoughts. Furthermore, they must then succeed a Wisdom saving throw against your cleric spell save DC or be dealt psychic damage equal to your cleric level.
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.
Embrace Unreality
By 17th level, you can drag your distorted view of the world into reality, forcing others to play by your mad rules. As an action, you can change the rules of reality in a 60-foot radius centered on a point you choose within 120 feet for 1 minute. Choose one of the following rules:
No Up, No Down. Each creature and object within the area is weightless, as per the levitate spell.
Opposite Day. If a creature in the area would have advantage, it instead has disadvantage, and vice versa.
Red Light, Green Light. No creature can move on its turn. At the start of each round of combat, each creature simultaneously chooses where to move and moves to that space. If two or more creatures move into the same space, they collide and are knocked prone.
Through the Looking Glass. At the beginning of each creature’s turn, roll any die. On an even roll, the creature doubles in size, as per the Enlarge effect of the enlarge/reduce spell; on an odd roll, the creature halves in size, as per the Reduce effect of the enlarge/reduce spell.
Requires concentration. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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1/12/2024 1:12:56 AM
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1/12/2024 1:14:41 AM
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