Madness: Divine Domain
Divine Domain for Clerics
Madness Domain Spells
||dissonant whispers, tasha's hideous laughter
||crown of madness, suggestion
||fear, hypnotic pattern
||confusion, evard's black tentacles
||dream, modify memory
When you choose this domain at 1st level, you gain proficiency in the Arcana and Intimidation skills.
Starting at 1st level, when you make an attack roll, saving throw, or ability check, you can choose to roll a d4 and add it to the result. If you do, when you make your next attack roll, saving throw, or ability check before the end of your next turn, roll a d4 and subtract it from the result. Once you use this feature, you can't use it again until you complete a short or long rest.
Channel Divinity: Break Reality
Starting at 2nd level, you can use your Channel Divinity to fragment reality itself. As an action, you present your holy symbol to visibly break reality in a 10-foot cube centered on a point you can see within 30 feet. The cube resembles horrific abominations writhing in agony, which lasts for 1 minute or until you dismiss it as an action. The cube provides half cover and can be used to hide behind. Creatures may move through the cube, which acts as difficult terrain.
Afflicted by Madness
At 6th level, your mind is shattered and challenging to influence. You gain advantage on saving throws against being charmed or frightened, and on any effect that would attempt to sense your thoughts.
At 8th level, 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, your mind wanders endlessly, allowing you to cast spells without needing verbal or somatic components, even while paralyzed, as long as you are conscious, and nothing else prevents you from seeing the desired target or area.