Madness: Divine Domain | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Madness: Divine Domain

Divine Domain for Clerics

Madness Domain Spells

Cleric Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
3rd Crown of Madness, Mind Spike
5th Enemies Abound, Fear
7th Confusion, Evard's black tentacles
9th Dominate Person, Modify memory

Blessings of Madness

When you choose this domain at 1st level, you gain proficiency in the Deception skill.  

Spread the Madness

At 1st level, you learn the Mind Sliver cantrip, which counts as a cleric cantrip for you but doesn't count against the number of cantrips you know. When you cast the mind sliver cantrip, the spell can instead target two creatures within range and within 5 feet of each other.  

Channel Divinity: Unwind the Mind

At 2nd level, you gain this additional Channel Divinity option.   As an action, you present your holy symbol and choose a number of creatures equal to your proficiency bonus within 30 feet. Each creature must make a wisdom saving throw. On a failed save, the madness of your god infects their mind, and they are incapacitated for up to 1 minute. While incapacitated, they spend their turn babbling incoherently, and use their movement to move in a random direction. At the end of each turn, the creature can repeat the saving throw, ending this effect on a successful save.  

Shattered Mind

At 6th level, your mental state is irrevocably altered by the twisted power of your god. You gain advantage on saving throws against being charmed or frightened, and are immune to having your thoughts read unless you allow it.  

Potent Spellcasting

The madness festering within your own mind empowers your cantrips. Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Mantle of Insanity

You are a conduit for Madness to enter the world. Beginning at 17th level, when a creature that you can see within 60 feet targets you with an attack, you can use your reaction to force them to make a Wisdom saving throw. On a failed save, they attack a target of your choice within the range of their attack.   You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.


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Shadowfell.

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