Madness Domain

We're long overdue for a cleric, don't you think? We finally have one, but that doesn't mean we're suddenly producing fluffy, wholesome content. This particular magic priest is an expert at disrupting and confusing their enemies, and even driving them completely out of their minds. Almost every spell and feature here is devoted to twisting the psyche out of shape, popping their sanity like a grape. I wouldn't stick around for the sermon afterward; it's not likely to make sense anyway...

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Madness Domain

Insanity brews in the recesses of even the most seemingly sane folk. The gods of madness delight in all that is uncanny and demented, rejoicing in the corruption of great heroes and common folk alike. See the Madness Deities table for some of the gods associated with this domain.

Madness Deities

Example Deity Pantheon

Blipdoolpoolp Kua-Toa

Cyric Forgotten Realms

The Fury Eberron

Shar Forgotten Realms

Tharizdun Greyhawk

Domain Spells

1st-level Madness Domain feature

You gain domain spells at the cleric levels listed in the Madness Domain Spells table. See the Divine Domain class feature for how domain spells work.

Madness Domain Spells

Cleric Level Spells

1st dissonant whispers, mind sliver, Tasha's hideous laughter

3rd crown of madness, mind spike

5th enemies abound, fear

7th confusion, phantasmal killer

9th modify memory, synaptic static

Spread the Madness

1st-level Madness Domain feature

Whenever a creature fails a saving throw against one of your enchantment or illusion spells or whenever you inflict psychic damage on a creature, you can cast the mind sliver cantrip as a bonus action targeting a second creature that you can see within 30 feet of the first creature.

Channel Divinity: Unwind the Mind

2nd-level Madness Domain feature

You can use your Channel Divinity to wear away the sanity of another creature. When a creature that you can see makes a saving throw against an enchantment or illusion spell or makes a saving throw against taking psychic damage, you can use your reaction to present your holy symbol and have that creature roll with disadvantage.

Food for Thought

6th-level Madness Domain feature

When a creature that you can see within 30 feet of you makes an Intelligence or Wisdom saving throw and you are not subjected to the same effect, you can use your reaction to change the target of the effect from that creature to yourself or another willing creature. The new target has advantage on the saving throw and gains a number of temporary hit points equal to your cleric level. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Potent Spellcasting

8th-level Madness Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Mind Prison

17th-level Madness Domain feature

You add feeblemind to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.

In addition, as an action, you can cast the feeblemind spell with a range of touch and without expending a spell slot. If a creature fails its saving throw against this spell, it becomes afflicted with an indefinite madness. Once you cast feeblemind in this way, you can’t do so again until you finish a long rest.

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