Cleric
Base Class: Cleric

The Insanity Domain is concerned with the forces that cause mental discord and anguish. Beings such as great old ones, Khyber in Eberron, and demon lords, particularly Demogorgon, are common patrons. These clerics are a constant source of terror, pain, and disruption in the world.

Domain Spells

You gain domain spells at the cleric levels listed in the Insanity Domain Spells table. See the Divine Domain class feature for how domain spells work.

Insanity Domain Spells

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Invade Mind

Also at 1st level your mind is able to invade another creature's thoughts. As an action on your turn, you may attempt to establish a telepathic link with one creature you can see within 60 feet of you. The creature makes a Wisdom saving throw, denying your telepathic link on a success. If it chooses, the target may fail its saving throw on purpose to establish the link.

While the telepathic link is maintained, you and the target creature can communicate telepathically.  You must share a language with the creature in order to do so. While linked, the creature has disadvantage on attack rolls made against you, and you have advantage on saving throws against the creature's spells and abilities.

At the end of each of its turns, the target creature can repeat its saving throw, ending the telepathic link on a success. Otherwise the link is maintained for up to one hour, ending early if you and the target are separated by more than 120 feet, are no longer on the same plane of existence, or if you choose to end it early as a bonus action on your turn.

Channel Divinity: Instill Madness

Starting at 2nd level, you can use your Channel Divinity to grant a creature a terrible insight.

A creature of your choice within 60 feet that you can see takes psychic damage equal to 2d6 + your proficiency bonus and makes an Intelligence saving throw. On a failure, it develops a form of short-term madness (DMG pg. 259). At the end of each of its turns, the target creature can repeat its saving throw, ending the madness on a success. A greater restoration spell cast on the target ends this effect early.

Channel Divinity: Retributive Madness

At 6th level, the insanity and chaos that you sew can no longer be averted, even by the keenest senses. When a creature within 120 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw against the effects of a spell you cast, you can use your Channel Divinity to use your reaction to inflict one of the following effects on that creature.

Pain. The target takes 3d8 psychic damage.

Blindness. The target is blind until the end of its next turn.

Terror. The target becomes frightened of every creature within 60 feet of it until the end of its next turn.

Madness. The target must use its next turn to move towards a creature of your choice and make one weapon attack against it.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with chaotic mental 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.

Improved Invade Mind

At 17th level, you no longer spend spell slots to cast spells from the enchantment or illusion schools on a creature whose mind you are effecting with your Invade Mind feature. Additionally, when you sever your mental connection, you can choose to cause the target to become stunned until the beginning of your next turn.

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