Madness Domain

For those who follow the twisted crown and her mad tenets.

 

Madness Domain Spells

As a Madness Domain Cleric, you get the following spells:     1st - Arms of Hadar, Hex   3rd - Crown of Madness, Hold Person   5th - Blink, Hunger of Hadar   7th - Shadow of Moil, Hallucinatory Terrain   9th - Dream, Synaptic Static  

Bonus Cantrip

Starting when you choose this domain at 1st level, you gain an additional cantrip from the Warlock spell list. For you, it counts as a cleric cantrip.  

Channel Divinity: Invoke Madness

Starting at 2nd level, you can use your Channel Divinity to invoke temporary madness.   As an action, you invoke the power of the Twisted Crown, and as you do, your body bends and shifts into a horrifying visage and madness seeps into those around you. Every creature within 30 ft. of you that can see you must make a Wisdom Saving Throw with a DC of 10 + your Wisdom Modifier + your Proficiency Modifier. Friendly or charmed creatures have advantage on this saving throw. On a failure, the creature becomes frightened of you. At the beginning of an affected creature's turn, it takes 1d6 psychic damage. At the end of an affected creature's turn, it may make a Wisdom Saving throw. On a success, it is no longer affected. This ability can last up to a minute, you may end it using a bonus action. As the ability ends, your body turns back to normal.   At 6th level, the damage affected creatures take increases to 2d6.   At 14th level, the damage affected creatures take increases to 3d6.  

The Madness Inside

The bounds of reality are but a suggestion. Starting at 6th level, you can harness the madness within one's self to amplify one's abilities, at a cost.   As a reaction, after you or an ally fails to hit an attack, or fails a Saving Throw, you may choose to instead have the Attack or Saving Throw Succeed. Upon using this ability, The targeted creature must make a DC 15 Wisdom Saving Throw. On a failure, the creature must use it's action to attack the creature nearest to it, regardless if it is friendly. This effect lasts for 1 minute. At the end of the affected creature's turn, it may make a DC 15 Wisdom Saving Throw. On a success, or if the creature is no longer conscious, the creature is no longer affected. You can use this ability an amount of times equal to your Proficiency Modifier.   Madness Overtaken. If the target rolls a Natural One on the initial saving throw, the target cannot roll additional saving throws, and the effect lasts the entire duration, unless the creature loses consciousness.  

Tainted Magic

At 8th level, you gain the ability to draw out Madness with your magic - a gift from your deity. Once on each of your turns, when you hit a creature with a magical 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.  

Focused Madness

At 17th level, you have learned to master your abilities. When using your Invoke Madness ability, friendly creatures are no longer affected. In addition, the range of this ability increases to 60 ft., and creatures no longer need to be within line of sight of you. As well, Madness Overtaken no longer applies to creatures targeted by Madness Inside.