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Madness Domain

S
ome deities see sanity a weakness and logic as created. You choose what appearance the illusion takes,
too predictable. Often gods of chaos, these which can include sight, sound, and smell, but targets also
insidious beings work in the minds of their remain conscious of the regular world. This illusion is so
followers to bring those who surround them distracting that targets have disadvantage on Intelligence,
under their control. Sometimes known as cultists Wisdom, and Charisma saves, cannot concentrate on spells
or mindbreakers, their priests are experts at or abilities, and have disadvantage on attack rolls. Targets
subverting and unhinging their enemies, may repeat the save at the end of their turn, ending the effect
discrediting them while honoring their gods with the fruits of on a success. This effect also ends on a target after one
their perfect madness. minute or if they take any damage.
Domain Spells Potent Spellcasting
You gain domain spells at the cleric levels listed. Starting at eighth level, you add your wisdom modifier to the
damage you deal with any cleric cantrip.
Madness Domain Spells
Cleric Level Spells Disruption
1st Tasha's Hideous Laughter, Chaos Bolt* At seventeenth level, your ability to interfere with the
3rd Crown of Madness, Phantasmal Force
thoughts of others allows you to undercut their resistance to
your power. Whenever you deal a creature psychic damage,
5th Enemies Abound*, Hypnotic Pattern that creature has disadvantage on the next save it makes
7th Phantasmal Killer, Confusion against a spell you cast or channel divinity effect you use
before the end of your next turn.
9th Synaptic Static*, Modify Memory .
.
Touch of Madness .
Your god’s power allows you to strike at your enemys’ minds. All spells marked with an asterisk appear in Xanathar's
You learn the Vicious Mockery cantrip. It counts as a cleric Guide to Everything
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 The Homebrewery
charisma save, you can use your reaction to roll a d6 and This document was formatted with the help of The
subtract the number rolled from their result. You may do this Homebrewery, a truly excellent site. Thank you!
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

MADNESS DOMAIN | CLERIC 1

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