Cleric
Base Class: Cleric

The Madness domain is both powerful and dangerous. Those who adopt this domain need a strong mind to resist its more perverse effect. The gods and goddesses that offer this domain to their followers are often time devious, malevolent and manipulative, draining the sanity of mortals to increase their power. Other see themselves as liberators. They promise their followers that by offering their devotion to them, they will break the shackles of reason and reality that is holding their mind down, opening their mind to a whole new world of possibility. Cleric choosing this domain can sometimes find themselves lost in thoughts with themselves, rambling incohenrently or debating the most outlandish subjects. Deities of this domain include Sheogorath, Maniae, Tharizdun, Tzeentch or Cyric.

Madness Domain Spells

Cleric Spells

Spells

1

Dissonant Whispers, Hideous Laughter

3

Crown of Madness, Enthrall

5

Enemies Abound, Hypnotic Pattern

7

Confusion, Phantasmal Killer

9

Dream, Synaptic Static

Inscrutable Mind

When you choose this domain at level 1, your mind becomes a place where reality is a vague concept at best, giving you a very colorful imagination. You become proficient with the Deception skill. In addition, you learn the Vicious Mockery cantrip, which doesn't count against the number of cleric cantrips you know. For you, it also counts as a domain spell.

Channel Divinity: Madness Overtaking

At 2nd level, you can call upon your deity to taint your magic with the seeds of insanity. Whenever you cast a domain spell that only targets a single creature, you can expand a use of Channel Divinity to attempt to grant the target the blessing of a short term madness as found in chapter 8 of the Dungeon Master's Guide. That target must make an additional Wisdom saving throw against your Spell Save DC. On a failed save, the creature gains a short term madness for 1 minute, or until the end of your next turn on a successful save. On a failure, the target can attempt to end the effect at the end of each of its following turns.

Spreading Insanity

At 6th level, your magic becomes so potent that it can affect the minds of multiple creatures. You can now spend a Channel Divinity to use the Madness Overtaking feature, when you cast a domain spell that affects multiple creatures, or an area. When you do, you can target a number of additional creatures affected by that spell equal to your Wisdom modifier (minimum 1) with Madness Overtaking.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Creeping Mania

At 17th level, your insidious magic takes hold of your target’s mind and assaults it until it shatters, turning your victims into gibbering messes. Whenever you use your Madness Overtaking, for the duration each creature within 60 feet that is affected by a short term madness must make a Wisdom Saving Throw against your Spell Save DC at the beginning of each of its turns. A creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful save. This damage does not interfere with effects that impose the charmed condition on that creature, if any.

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