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Madness Domain

Madness Domain

T
he gods of madness revel in chaos and folly.
Some are simple tricksters, who enjoy
confusing and confounding their enemies,
others are beings of pure chaos, who want to
see the world burn itself to the ground. Gods of
this domain include trickster gods like Loki,
Shar and Cyric, but also gods of revely like
Dyonisus, and even chaos gods like Tharizdun and Tiamat.
Some clerics of this domain even revere elder aberrations
from the Outer Realms, as gods of true chaos and madness.
Madness Domain Spells
Cleric Level Spells
1st Cause Fear,Tasha's Hideous Laughter
3rd Crown of Madness, Tasha's Mind Whip
Bloodcrazed Socialite by Marta Nael
5th Enemies Abound, Fear Potent Spellcasting
7th Confusion, Compulsion Starting at 8th level, you add your Wisdom modifier to the
9th Dominate Person, Synaptic Static
damage you deal with any cleric cantrip.
Aura of Insanity
Bonus Cantrips At 17th level, you have an aura of madness that surrounds
When you choose this domain at 1st level, you gain the Mind you. As a bonus action on your turn, you may make any
Sliver and Vicious Mockery cantrips if you don't already know number of creatures of your choice within 15 feet of you
them. For you, these cantrips count as cleric cantrips. make a Wisdom saving throw. For each creature that fails,
you may roll 1d6 on the table of folly, and the creature suffers
Bout of Madness the described effects. Once a creature has suffered an effect
Also at 1st level, you can cause small moments of insanity in from the table of folly from this feature, it is immune to this
others. As an action, you may choose a creature within 30 feature for 24 hours.
feet of you and make it attempt a Wisdom saving throw. If Table of Folly
they fail, roll 1d6 on the table of folly and they suffer the
described effects. d6 Effect
You can use this feature a number of times equal to your The creature takes 1d4 psychic damage, and subtracts
Wisdom modifier (a minimum of once). You regain all 1 1d4 from attack rolls it makes until the end of its next
expended uses when you finish a long rest. turn.
The creature takes 1d6 psychic damage, and is
Channel Divinite: Incite Hate 2
frightened of you until the end of its next turn.
Starting at 2nd level, you can use your Channel Divinity to The creature takes 1d8 psychic damage. Choose a
incite others to violence. direction that is horizontal to you. The creature must
As an action, you present your holy symbol and choose a use as much of its movement as possible to move in
creature within 60 feet of you. A number of creatures of your that direction on its next turn. It can take its action
choice equal to your proficiency bonus within 30 feet of the 3
before it moves. A target isn’t compelled to move into
chosen creature must succeed on Wisdom saving throws, or an obviously deadly hazard, but it will provoke
be charmed by you for 1 minute. While these creatures are opportunity attacks to move in the designated
charmed by you, they must spend their turns trying to kill the direction.
chosen creature. They can repeat the saving throw at the end The creature takes 1d10 psychic damage and spends
of each of their turns, ending all effects on a success. its next turn attacking the creature nearest to it. If
4
there are multiple creatures the same distance from it,
Perpetual Instability it attacks one of them at random.
Starting at 6th level, your mind has become tougher through The creature takes 1d12 psychic damage and is
constant exposure to madness. You have resistance to 5
incapacitated until the end of its next turn.
psychic damage, and have advantage on saving throws
against being Charmed or Frightened. The creature and is charmed by you until the end of its
6 next turn. It obeys all commands you give it that would
not harm it while charmed in this way.
 
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