Base Class: Cleric
Clerics of the Madness Domain worship gods that yearn for destruction. Some gods that are in the Madness Domain are Torog, Quajath, Tharizdun, Bane, Bhaal, Erythnul, Iuz, Hiddukel, Gruumsh, and many more. Clerics of the Madness Domain are frequently just as insane as their patrons, but some of them manage to retain their sanity. Clerics of Madness strive to spread insanity through the world. They want chaos to spread throughout the world. Madness clerics are usually chaotic, evil, or both. They are viewed by others as madmen and killers.
Domain Spells
You learn additional spells at certain levels, as shown in the table below.
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1st |
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3rd |
Crown of Madness **, Phantasmal Force ** |
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5th |
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7th |
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9th |
*Denotes a spell from Xanathar's Guide to Everything. The spell in parenthesis replaces the spell from Xanathar's Guide if you do not have the sourcebook. Because of DDB sharing rules, the spells added to the character builder are the ones from the Player's Handbook, not from Xanathar's Guide.
**Denotes a spell that isn't added to the character builder because of DDB sharing rules. These spells are not replaced in the character builder. They are merely not added.
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.
Maddening Strikes
When you hit a creature with a melee weapon attack, you can force them to make a Wisdom saving throw. On a failed save, they take 2d6 psychic damage and have disadvantage on attack rolls against creatures other than you for the next round. On a successful save, they take half as much damage and don't have disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this ability when you finish a long rest.
Channel Divinity: Confusing Strikes
When you hit a creature with a melee weapon attack, you can expend one use of Channel Divinity to attempt to confuse the target. The target must make a Wisdom saving throw. On a failed save, the target must roll a d8 at the start of each of their turns and consult the table below to determine its behavior restrictions for the next round. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.
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1 - 2 |
The target is unaffected. |
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3 - 4 |
The target cannot take bonus actions this turn. |
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5 - 6 |
The target cannot take reactions this round. |
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7 |
The target moves 15 feet in a random direction. |
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8 |
The target attacks a random creature within their reach. If no creatures are within reach, they are unaffected. |
Madman's Luck
When you fail an attack roll, ability check, or saving throw, you can choose to reroll it, and must take the second result. When you do this, your Intelligence score is reduced by 2. When you take a long rest and your score is reduced in this way, it is increased by 2, up to its normal score. If your Intelligence score is reduced to 0, you die. A greater restoration spell, heal, or similar magic cast on you when your score is reduced in this way, your score increases by 4, up to its normal score.
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. When you reach 14th level, the extra damage increases to 2d8.
Magic of the Madman
At 17th level, you embrace the magic of madness. Antipathy/Sympathy, eyebite, feeblemind, and weird are domain spells for you. As with domain spells, they are always prepared. Mental Prison isn't in the character builder due to DDB sharing rules.







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