Madness

Created by GabeGrimoire
Existing of varying shades, madness comes to everyone at one point or another. Many seek a cure; they wish to abandon it. But you know better. You know to ensure it’s not lost, for it is the truth of everything. It is unfiltered and unclouded intellect of the highest grade. The ignorant will call you crazy. The wise will call you enlightened.

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Deities

Tih'Kelliop, Polaris  

Domain Spells

You gain domain spells at the appropriate Cleric levels listed below. See the Divine Domain class feature for how domain spells work.

1st - Dissonant Whispers, Tasha's Hideous Laughter
3rd - Crown of Madness, Detect Thoughts
5th - Hunger of Hadar, Tongues
7th - Confusion, Phantasmal Killer
9th - Modify Memory, Geas  
 

Bonus Cantrip

1st-level Madness Domain feature   You know the Vicious Mockery cantrip, and it doesn't count against the number of Cleric cantrips you can know.  

Delusions of Grandeur

1st-level Madness Domain feature   You can delude a person into believing they’re stronger than they are, including yourself. As an Action, you can touch a willing creature to give it Resistance to Acid, Cold, Fire, Lightning, Psychic, or Thunder Damage. If you choose Acid or Lightning Damage, the creature also gains Vulnerability to the other. If you choose Cold or Fire damage, the creature also gains Vulnerability to the other. If you choose Psychic or Thunder, the creature also gains Vulnerability to the other. The Resistance and Vulnerability both last for 1 minute. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest.  
 

Channel Divinity: Delirium

2nd-level Madness Domain feature   You can use your Channel Divinity to spread madness among your enemies. As an Action, you present your Holy Symbol and all enemy creatures within 30 feet of you must make a Wisdom Saving Throw, as they have their minds wracked with pain and madness. On a failure, an affected creature takes 1d4 Psychic damage when they move, attack, cast a spell, or take a Bonus Action. Affected creatures also lose the ability to distinguish friend from foe, regarding all other creatures it can see as enemies until the end of their turn. They can repeat the Saving Throw at the end of their turn, ending the effect on a success. This effect otherwise lasts for a number of rounds equal to your Wisdom modifier.  
 

Insane Focus

6th-level Madness Domain feature   You have Advantage on Saving Throws against effects that would cause you to become Charmed or Frightened, and on effects that would cause you to lose Concentration (such as the Sleet Storm spell).   Additionally, you gain Resistance to Psychic Damage.  
 

Divine Strike

8th-level Madness Domain feature   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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  
 

Aberrant Mind

17th-level Madness Domain feature   You are Immune to the Charmed and Frightened conditions, as well as to Psychic Damage. In addition, any creature that attempts to affect you with a Divination or Enchantment effect must make a Wisdom Saving Throw with Disadvantage, taking 10d6 Psychic Damage on a failed save.