Madness Domain Spell in D&D world | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Madness Domain

The Gods of Madness – including Rivy/Liadi and God Thylles – not only dwell in madness, but are empowered by it. They recognize the insanities of the multiverse and embrace it wholeheartedly. Their followers seek to cause turmoil wherever they go, bringing down even the stoutest into fits of lunacy. These clerics are so dedicated to bringing madness to others that they willing enter the realm of insanity themselves.   Madness Domain Spells   Cleric Level Spell   1 Dissonant Whispers   3 Phantasmal Force, Crown of Madness   5 Fear   7 Confusion, Hallucinatory Terrain   9 Dominate Person, Seeming   Domain Features   Power of Madness   Starting at 1st level, roll or select a form of indefinite madness, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell.   Your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you. You are immune to charm effects.   You're Insane   Wisdom saving throws by both target & character are done at disadvantage. Likewise, wisdom dependent skills are performed at disadvantage.   Bonus Proficiency   At 1st level, You learn the Vicious Mockery cantrip.   Channel Divinity Abilities   Channel Divinity: Touch of Madness   At 2nd level, you can use your Channel Divinity to afflict short-term madness on all creatures of your choice within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.   Channel Divinity: Psychotic Episode   At 6th level, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. On a failed Wisdom saving throw, the creature is randomly afflicted with a long-term madness determined by the Long-Term Madness Table (DMG pg. 260). It lasts 1d10 x 10 hours. The long-term madness ends early if the madness is cured, you lose concentration (as if you were concentrating on a spell) or you use this feature again. The long-term madness may be cured by a lesser restoration spell or more powerful restoration spell.   Vile Transformation   As their gods tunnel deeper into the recesses of their minds, Madness Clerics employ dark rituals to mimic their foul deities, aping the gods’ profane perfection by desecrating their mortal flesh. You acquire a mutation that many will find disturbing and hateful. A Vile Transformation can be hidden for 24 hours by liberally applying a vial of holy water. Hiding your Transformation causes you to lose the benefits it provides. Otherwise, a Cleric with a Vile Transformation has disadvantage on Deception, Performance, and Persuasion checks. Choose your mutation from the following list:   Stygian Rattle: Your tongue transmutes into a foul worm that speaks in a voice much like your own once did. You are Proficient in Intimidation and you double your Proficiency Bonus to Intimidation checks. You also receive a ranged spell attack (60 ft.) that deals 1d6+WIS Psychic damage on hit (use Cleric spellcasting modifiers).   Willful Tentacle: One of your arms (choose which) stretches into a slimy tentacle that seems to act of its own will, a will that tends toward violence. You gain a melee attack (5 ft., single target) with a natural weapon (tentacle) that uses STR for the attack roll and damage roll. On a hit, this attack deals 1d6 Bludgeoning damage and Grapples the target.   Fungal Oculus: One of your eyes buds into a horrific mass of eye-topped stalks, some of which obey your commands, others of which see things none are meant to see. You are Proficient in sight-based Perception checks and you double your Proficiency Bonus to such checks. You gain Darkvision of 60 ft. As a Bonus Action, you may use this trait to give yourself ADV on a ranged attack. You may gain ADV in this way a number of times equal to your WIS modifier per Long Rest.   Insectoid Limbs: Your legs bifurcate into spindly bug-like limbs that dance with eldritch excitement, constantly itching to run toward screaming and blood. Your Speed increases by 10 ft. and you can perform a long jump or high jump without a running start. If you move 20 ft. or more before your Attack action, gain +2 to your attack and damage rolls.   Voracious Maw: Your gut splits into a drooling maw, filled with concentric rows of hideous teeth. It perpetually hungers for the flesh of the untainted. You gain a Bite attack (Melee weapon attack, 1d10 Piercing damage) with which you have Proficiency. This attack can be used as a Bonus Action a number of times equal to your WIS modifier per Long Rest. Foul Feelers: Your fingers bend and flex without regard for the bones within, and, when they grasp for prey, they extend far from their former master. You gain a Claw attack (Melee weapon attack with a 15 ft. reach, 1d8 P) with which you are Proficient. This attack may be used as if it were an off-hand weapon. Potent Spellcasting Stating at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.   Fight fire with.. madness Starting at level 17, your madness deepens further, and you gain the ability to spread that madness through others magic.   On successful Wisdom save (DADV), you may corrupt and you refelect the spell back to the originating caster, so long as that the cleric was the target of the spell (so to exclude AOE attacks).   The reflected spell effects the originating caster as if it were cast upon him/her.   The Madness effect lasts for 1 minute, or until the originating caster takes damage.   Any damage from the reflection will not break the madness effect - unless that damage carries forward into the next round

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!