Divine Domain: Madness Domain
The Gods of Madness not only dwell in madness, but are empowered by it. Potential clerics of the Fury or of the many Cults of the Dragon Below, these servants often work with the mad horrors from the plane of Xoriat. They recognize the insanities of the multiverse and embrace it wholeheartedly. Their followers seek to cause turmoil wherever they go, bringing down even the stoutest into fits of lunacy. These clerics are so dedicated to bringing madness to others that they willing enter the realm of insanity themselves.
Maddness Domain Spells
|1st||dissonant whispers, tasha’s hideous laughter|
|3rd||crown of madness, phantasmal force|
|5th||fear, hunger of hadar|
|7th||confusion, phantasmal killer|
At 1st level, you gain proficiency with martial weapons and heavy armor. You also gain vicious mockery as a bonus cantrip.
The Voices in Your Head
At 1st level, your mind suffers as your Gods whispers begin to seep into your mind. The turmoil and conflicted nature of your mind means you have resistance to charm effects and fear effects. You also have advantage on saving throws against effects that would read your mind or thoughts.
Additionally, roll a d100 and gain an Indefinite Madness flaw as per page 260 of the Dungeon Master’s Guide.
Channel Divinity: Sow Madness
Starting at 2nd level, you can use your Channel Divinity to shatter the minds of other creatures. As an action, choose a creature of your choice that can see you within 60 feet of you. They must make a Wisdom saving throw. If the creature fails its saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.
Channel Divinity: Touch of Insanity
At 6th level, as an action, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. On a failed Wisdom saving throw, the creature is randomly afflicted with a long-term madness determined by the Long-Term Madness Table (DMG pg. 260). You must concentrate on the spell as if other spells of concentration. The madness lasts 1d8 hours or until you drop concentration.
Strike of Madness
At 8th level, you gain the ability to infuse your weapon strikes with madness. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, your mind has shattered under the strain of the dark knowledge you possess, but this renders it almost impossible to influence it from the outside. Your mind is so full of turmoil that you gain immunity to fright, charm, and possession, and your thoughts can’t be read by telepathy or other means unless you allow it. You also gain resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
View the Domains of the Deities of Eberron to find out which faiths will allow you this domain.
Divine Domain: Madness Domain