Artistry: Divine Domain
Deities of craftsmanship, such as Kalator the Forge Father, value creativity and skilled craft above all. Clerics of Artistry specialize in sharing their emotions with others through painting, music, sculpting and other forms of artistic expression.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Fire Keeper: Divine Domain
The Fire Keeper domain represents the warm security of the hearth flames. Most Fire Keepers give thanks to
Asanna, the Blazing Dawn, one of the three deities of light under the
Illuminated Church. Like clerics who follow the light, Fire Keepers understand the importance of light keeping the shadows at bay. They protect their communities by lighting their hearths, providing warmth and comfort while waiting for the sun’s glorious return.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Gearworks: Divine Domain
Drawn to the interweaving of mechanisms and gears, you don the gearworks mask, following the P.R.I.M.U.S. with absolute loyalty. To protect the weak, you strive to emulate the endurance shown by the great construct in all aspects of life.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Hunt: Divine Domain
The Hunt domain follows the ideology of the hunter; respect the environment, animals, and the gratitude deserved to those who give their lives to the hunt. The Primal Deity
Thayriel, the Keen Eyed ignores mortal society, as do the clerics who follow him. Serving as expert trackers and hunters, the life of a typical priest is ignored in favor of the woodland's call.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Madness: Divine Domain
Clerics who see beyond the veil urge those who will listen to embrace the whispers. To learn what the frightening unknown can teach, one must embrace inscrutable lurkings of reality.
Madness Domain 5E Stat Block
Madness: Divine Domain
Divine Domain for Clerics
Madness Domain Spells
Cleric Level |
Spells |
1st |
dissonant whispers, tasha's hideous laughter |
3rd |
crown of madness, suggestion |
5th |
fear, hypnotic pattern |
7th |
confusion, evard's black tentacles |
9th |
dream, modify memory |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Arcana and Intimidation skills.
Consuming Madness
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.
Divine Strike
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.
Amplified Insight
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.
Moon: Divine Domain
Like the moon and the stars, you are the threshold between safety and the unknown beyond. Delve into the dark and hold its dangers at bay or guide others through the subtleties of night.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Odyssey: Divine Domain
Clerics of the Odyssey Domain safeguard those who journey across the world. The great Kingdoms of Erenel are scattered far and wide from one another, and aid by land, sea or sky is a welcome addition for any arduous travel.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Tyranny: Divine Domain
Expand your dominion and silence any opposition that stands in your way. Impose your will on others and ensure that whatever the situation at hand, you will always come out the victor.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Wild Magic: Divine Domain
Gods of chaos act on impulse and seek to break the status quo, regardless of its consequence. Clerics of chaos follow in their footsteps, striving to become just as unpredictable as their deity. To be a Cleric of Wild Magic is to eradicate normalcy by force change thru chaos, using Wild Magic as a means to end.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Comments