Madness Domain
Some deities see sanity a weakness and logic as too predictable. Often gods of chaos, these insidious beings work in the minds of their followers to bring those who surround them under their control. Sometimes known as cultists or mindbreakers, their priests are experts at subverting and unhinging their enemies, discrediting them while honoring their gods with the fruits of their perfect madness.
Domain Spells
You gain domain spells at the cleric levels listed.
Madness Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Tasha's Hideous Laughter, Chaos Bolt* |
| 3rd | Crown of Madness, Phantasmal Force |
| 5th | Enemies Abound*, Hypnotic Pattern |
| 7th | Phantasmal Killer, Confusion |
| 9th | Synaptic Static*, Modify Memory |
All spells marked with an asterisk appear in Xanathar's Guide to Everything
Touch of Madness
Your god’s power allows you to strike at your enemys’ minds. You learn the Vicious Mockery cantrip. It counts as a cleric cantrip for you and doesn’t count against the number of cantrips you know. Additionally, whenever a creature you can see within 30 feet of you makes an intelligence, wisdom or charisma save, you can use your reaction to roll a d6 and subtract the number rolled from their result. You may do this after you see the roll, but before the roll’s results are announced. You may use this ability a number of times equal to your wisdom modifier, and regain all expended uses when you finish a long rest.
Channel Divinity: Curse of Chaos
Starting at second level, you can use your channel divinity to curse your enemies. As an action, you can present your holy symbol, and force one creature within 30 feet to make a charisma saving throw against your spell save dc by expending a use of your channel divinity. On a failed save, the creature must immediately use its reaction to make an attack against a creature of your choice other than itself. If no creatures are within range, the creature takes no reactions until the start of your next turn.
Channel Divinity: Delusion
Starting at sixth level, you can use your channel divinity to inundate your foe’s minds with the powers of chaos, creating bizarre illusions. As an action, you may present your holy symbol and expend a use of your channel divinity. All creatures in a 20 foot radius sphere originating from the point of your choice within 60 feet of you must immediately make wisdom saves against your spell save dc. On a failed save, they lose concentration on all spells and abilities, and become convinced that the illusion you’ve created is real. Only targets who fail their save can see the illusion you’ve created. You choose what appearance the illusion takes, which can include sight, sound, and smell, but targets also remain conscious of the regular world. This illusion is so distracting that targets have disadvantage on Intelligence, Wisdom, and Charisma saves, cannot concentrate on spells or abilities, and have disadvantage on attack rolls. Targets may repeat the save at the end of their turn, ending the effect on a success. This effect also ends on a target after one minute or if they take any damage.
Potent Spellcasting
Starting at eighth level, you add your wisdom modifier to the damage you deal with any cleric cantrip.
Disruption
At seventeenth level, your ability to interfere with the thoughts of others allows you to undercut their resistance to your power. Whenever you deal a creature psychic damage, that creature has disadvantage on the next save it makes against a spell you cast or channel divinity effect you use before the end of your next turn.

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