Madness Domain Remastered

Mental health is an important modern issue, and in our quest to remain sensitive and current, we’ve remastered the cleric with a very particular mission; ruin the mental health of everyone they meet. As a Madness cleric, you are a devotee of insanity itself, and thus twisting the minds of everyone within reach is you holy calling. We hope you enjoy playing as the arch-nemesis to all therapists.

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Madness Domain

Insanity brews in the recesses of even the most seemingly sane folk. Clerics of the Madness Domain serve deities who expand the cracks in the fragile minds of mortal creatures, pushing them to embrace irrational thought, paranoia, or outright delusion. Rarely, a cleric serving another deity who is driven to madness can adopt the Madness Domain without changing allegiance, though acceptance of their new practices amongst fellow members of their faith is unlikely.

Gods of madness delight in the uncanny and demented. Such deities are as varied as one might expect, but all are unified in their unwinding influence on sanity. Examples of such figures might be gods of the moon, creeping darkness, poisonous influences, or otherworldly horrors. Work with your GM to determine what deity best suits your cleric.

Madness Quirks

Madness Domain clerics all suffer from some form of mental affliction, whether through service to a mad god or stemming from more mundane mental divergences.

Choose from the Madness Quirks table or work with

your GM to create an insanity that is interesting and fitting

for your character, their godly association, and your interests.

Madness Quirks

d6 Insanity

1 You constantly speak to yourself in a quiet mutter or audible babble.

2 When left to your own devices, you craft unsettling trinkets and totems.

3 You repeat common activities a number of times to ensure they are done properly.

4 You experience memory loss, though never forget anything significant. You think.

5 You hold dialogues with creatures that no one else can see.

6 Your sleep is plagued by disturbing nightmares that sometimes become waking hallucinations.

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 hideous laughter, unravel*, vicious mockery

3rd detect thoughts, suggestion

5th fear, hypnotic pattern

7th confusion, phantasmal killer

9th dream, modify memory

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 vicious mockery 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

As an action, you present your holy symbol and speak a prayer cursing the sane. Creatures of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is maddened for 1 minute or until it takes any damage. A creature with an Intelligence score of 4 or lower automatically succeeds the save.

While maddened, creatures cannot speak coherently or understand languages and must start its turn by using its full movement to run in a random direction if able.

If a creature fails the saving throw by 5 or more, roll on the Short Term Madness table (DMG pg. 259). All maddened creatures are subjected to that madness while they are maddened.

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, you can use your reaction to change the target of the effect from that creature to yourself or another willing creature that was not subjected to the same effect. 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.

Additional Spells

Unravel

1st-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (smoothed stone wrapped in multicolor strings)

Duration: Concentration, up to 1 minute

Classes: Bard, warlock

You strain the mental makeup of one creature you can see within range. The target makes a Wisdom saving throw. On a failed saving throw, it takes 1d8 psychic damage and cannot take reactions for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a failure, the creature takes 1d8 psychic damage. On a success, the spell ends.

At Higher Levels. When you cast this spell at 3rd level or higher, the initial and ongoing damage increases by 1d8 for every two slot levels above 1st.

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