Cleric
Base Class: Cleric

Domain of Madness clerics worship gods, demigods and demons who indulge the fundamental insanity of the mortal condition, seek the purity that only chaos can provide and valorize the essential unknowability of the Cosmos. They tend toward neutrality and chaos.  They certainly don't agree with common notions of good and evil, but they may not even agree that they are separate categories.  Their unique perspectives enable them to have insights others cannot. The Domain of Madness spell list focuses on spreading their unusual thinking and hallucinations to others.

Domain Spells

Cleric Level Spells
1st Hideous Laughter, Unseen Servant
3rd See Invisibility, Suggestion
5th  Conjure Animals, Fear
7th  Confusion, Hallucinatory Terrain
9th  Animate Objects, Contact Other Plane

 

Bonus Proficiences

When you choose this class at Level 1 you gain proficiency with Heavy Armor and Martial Weapons.

Channel Divinity: Disturbing Epiphanies

Starting at 2nd Level you can use you Channel Divinity feature to allow your deity to speak its madness into the minds of those around you.  As an action any number of humanoids of your choice within 40 ft. must make a Wisdom Saving Throw.  On a failure they take 3d4 Psychic damage, drop anything in their hands and must take the Dodge and no bonus action on their next turn.  On a success they only take half as much damage with no further effects.                                          

Enter Delirium

You may enter a delirious state where you are wholly absorbed by a world the exists in your own mind, distracting you from your surroundings.  You experience it as a moment of clarity in which you are invigorated by seeing thing as they really are. You can maintain this state for 1 minute, or until you take Psychic, Cold, or Bludgeoning Damage

Baseline

You are not in delirious. As a Bonus Action you may become Delirious. You may use this ability a number of times equal to your proficiency bonus and regain all uses after a long rest.

Delirium

You are Delirious. While in this state you have the following effects:

  • Bonus to AC equal to half your [Tooltip Not Found] modifier.
  • If you use your action to make a weapon or unarmed attack, you may cast a cantrip as a bonus action.
  • You may move through hostile creatures' space no matter their size.
  • You are immune to the charmed condition.
  • You have advantage on Intimidation checks.
  • You have disadvantage on Perception, Investigation and Insight Checks and Intelligence and Wisdom saves.

Fractured Mind

While you are Delirious you can concentrate on two spells simultaneously. This involves turning most of your thoughts inward and you become somewhat oblivious to your surroundings. While you are double concentrating, you must choose to become either blinded or deafened until one of the spells ends.  When you take damage, make separate concentration saving throws for each spell. If you leave your Delirium, you must choose to drop concentration on at least one of the two spells.

Divine Strike

Once on each of your turns a creature you hit with a weapon attack takes  an additional 1d8 psychic damage. You may choose  to have them make a Wisdom Saving Throw. On a failure they must use half their movement at the beginning of their next turn to go as far as they can in a random direction. Roll 1d8. They move:

  1. North
  2. Northeast
  3. East
  4. Southeast
  5. South
  6. Southwest
  7. West
  8. Northwest

The damage increase to 2d8 at level 14.

Derange the Throng

Starting at 17th Level you can force your madness on those around you.  Up to 5 hostile creatures of your choice within 120 ft. must each make a wisdom saving throw.  On a failed save the creature takes 2d10 Psychic Damage and gains a randomly determined Short Term Madness.  Any creature that rolls a 1 on their wisdom check gains a Long Term Madness instead. On a successful save they take half as much damage with no other effect.  You can use this ability once and regain its use after a long rest.

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