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.