Base Class: Cleric
You might worship them as gods, those ancient, powerful entities who reside in the far realms and the space between the planes in exchange for power or knowledge.. but they're boons might be to much to bear for the mortal mind.
Domain Spells
You gain domain spells at the cleric levels listed in the Mad Domain Spells table. See the Divine Domain class feature for how domain spells work.
| CLERIC LEVEL | SPELLS |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
"Knowledge - the poison of man. Since time began many have sought it out, but those who discover the truth of this world's secrets have found the revelations too much to bear." - Unknown
Expanded Mind
When you choose this domain at 1st level, you gain a +1 bonus to your Intelligence score and are able to understand, speak, write Deep Speech.
Sanity
As a cleric of the mad domain, you gain the ability to use your sanity as a recourse.
- Aberrant Strike: Your arm becomes a long, horrifying, tendril that lashes out toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 force damage, the creature then makes a strength saving throw. If it fails you pull the creature up to 10 feet closer to you. You then lose 1d6 sanity. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
- Profane Invigoration: You touch a creature that has 0 hit points. The creature gains hit points equal to your wisdom modifier (minimum of 1). You then lose 1d10 sanity. (This ability has no effect on constructs.)
Your sanity is determent by half your cleric level (rounded up) + wisdom modifier. When you take a long rest you recover all your sanity, during a short rest you recover 1d4 sanity.
When you lost all your sanity, you become mad:
- You immediately take double your character level in psychic damage.
- While mad you can't take actions.
- You can't understand what other creatures say, can't read, and speak only in gibberish.
On the end of each your next turns you can make an Intelligence saving throw to end the effect, being reduced to 0 hit points, a short/long rest or a greater restoration spell cast on you also ends this effect.
Note: Ending the effect without a short/long rest or a greater restoration spell doesn't return your sanity, and any loss of more sanity will reapply the effect and you will take the psychic damage again.
Channel Divinity: Void
Starting at 2nd level, you can use your Channel Divinity to present your holy symbol and utter a depraved prayer to the great void between the stars as an action. A orb of black hungering darkness then forms on your location. Dark shadowy tendrils appear and swirl in a 30 foot sphere centered around it. All other creatures in that area take 2d6 necrotic damage, 1d6 cold damage and must succeed on a strength saving throw are pulled up to 15 feet toward the centre. Then roll 1d10;
| 1d10 | effect |
|---|---|
| 1 | Lose all remaining sanity. |
| 2-3 | Lose half your sanity (rounded up). |
| 4-6 | lose 1d4 + 1 sanity. |
| 7-9 | lose 1 sanity. |
| 10 | No sanity loss. |
Sacrificial Blow
At 6th level, when you reduce a humanoid creature to 0 hit points with a weapon attack, you gain temporary hit points equal to your intelligence modifier + your cleric level (minimum of 1).
Eternal Lie
Starting at 8th level, when you are reduced to 0 hit points, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Cahf ah nafl mglw'nafh hh' ahor syha'h ah'legeth..
This this feature might assault and twist your mind, spawning delusions and provoking uncontrolled action. You must succeed on a Wisdom saving throw DC 15 when you use this feature or be affected by it.
You can't take reactions and must roll a d10 at the start of each of your turns to determine your behavior for that turn.
| d10 | Behavior |
|---|---|
| 1 | You use all your movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. you cant take actions this turn. |
| 2 | You don't move or take any actions this turn. |
| 3 | You use your action to make a melee attack against a randomly determined creature within your reach. If there is no creature within its reach, you do nothing this turn. |
| 5-6 | You can act and move normally. |
At the end of each of your turns, you can make a Wisdom saving throw DC 15. If you succeed, this effect ends.
Embrace the Madness
At the 17th level, the moment you lost all sanity and become mad you gain the following benefits:
- You are now able to make the Attack action.
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
- You have resistance to bludgeoning, piercing, slashing and radiant damage.
Ymg' mgahnnn lloig l' mgehye'lloig!
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/13/2020 5:46:20 PM
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Coming Soon
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