Topic: Cleric - Madness Domain

Found a couple of different Homebrews for a Madness domain Cleric online.  Blended them all together and simplified the mechanics a bit to upload here.  Almost none of this is my original content.  I will provide links for the sources used upon request, but if you just Google it you'll find them all.

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2 (edited by wsing1974 2019-07-01 19:19:57)

Re: Cleric - Madness Domain

Divine Domain: Madness
Your power as a cleric comes from the divinity of a mad god. You recognize the insanities of the multiverse and embrace it wholeheartedly. Every paranoid thought and nervous breakdown in the world empowers your mad god, and you as his emissary. 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.

Madness Domain Spells
L1: Dissonant Whispers, Tasha’s Hideous Laughter
L3: Phantasmal Force, Suggestion
L5: Fear, Hypnotic Pattern
L7: Confusion, Phantasmal Killer
L9: Seeming, Modify Memory

Bonus Proficiencies
You become proficient with the Deception skill.  You also gain Vicious Mockery as a bonus cantrip. It is a cleric cantrip for you, but does not count against your maximum number of cleric cantrips

The Voices in Your Head
Starting at 1st level, your mind suffers as your god’s whispers begin to seep into your subconscious. Your mind is so full of turmoil that your thoughts are difficult to read. You have advantage on saving throws against effects that would read your mind, and telepathy does not work on you. Other Wisdom saving throws by both target & character are done at disadvantage (DADV).
When you choose this Domain, select (or roll for) an Indefinite Madness flaw, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell.

Lunatic Insight:
Whenever you make a Wisdom ability check, you can choose to use your unique insight to make connections which may or may not exist. If the d20 roll for the ability check was even, you add your proficiency bonus to the check, even if you have already added it. If the roll was odd, you subtract your proficiency bonus from the check. If you fail the check while using this ability, you receive a false result that you are completely convinced of.                                                   * You must use this at least once a day as part of your devotion to your god.

Channel Divinity: Sow Madness
Starting at 2nd level, you can use your Channel Divinity to skew 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, it is randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for 1d6 minutes 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). The madness lasts 1d8 minutes or until the madness is cured, you lose concentration (as if you were concentrating on a spell), or you use this feature again. The long-term madness may be cured by a lesser restoration spell or more powerful restoration spell.
At this level, the conflicted nature of your mind gives you have resistance to charm and fear effects, and any creature that fails an attempt to read your mind is inflicted with a random Indefinite Madness flaw, as listed in the Indefinite Madness Table (DMG, pg. 260). 

Vile Transformation
As their gods tunnel deeper into the recesses of their minds, Madness Clerics employ dark rituals to mimic their foul deities, aping the gods’ profane perfection by desecrating their mortal flesh. You acquire a mutation that many will find disturbing and hateful. A Vile Transformation can be hidden for 24 hours by liberally applying a vial of holy water. Hiding your Transformation causes you to lose the benefits it provides. Otherwise, a Cleric with a Vile Transformation has DADV on Deception, Performance, and Persuasion checks. Choose your mutation from the following list:
•    Stygian Rattle: Your tongue transmutes into a foul worm that speaks in a voice much like your own once did. You are Proficient in Intimidation and you double your Proficiency Bonus to Intimidation checks. You also receive a ranged spell attack (60 ft.) that deals 1d6+WIS Psychic damage on hit (use Cleric spellcasting modifiers).
•    Willful Tentacle: One of your arms (choose which) stretches into a slimy tentacle that seems to act of its own will, a will that tends toward violence. You gain a melee attack (5 ft., single target) with a natural weapon (tentacle) that uses STR for the attack roll and damage roll. On a hit, this attack deals 1d6 Bludgeoning damage and Grapples the target.
•    Fungal Oculus: One of your eyes buds into a horrific mass of eye-topped stalks, some of which obey your commands, others of which see things none are meant to see. You are Proficient in sight-based Perception checks and you double your Proficiency Bonus to such checks. You gain Darkvision of 60 ft. As a Bonus Action, you may use this trait to give yourself ADV on a ranged attack. You may gain ADV in this way a number of times equal to your WIS modifier per Long Rest.
•    Insectoid Limbs: Your legs bifurcate into spindly bug-like limbs that dance with eldritch excitement, constantly itching to run toward screaming and blood. Your Speed increases by 10 ft. and you can perform a long jump or high jump without a running start. If you move 20 ft. or more before your Attack action, gain +2 to your attack and damage rolls.
•    Voracious Maw: Your gut splits into a drooling maw, filled with concentric rows of hideous teeth. It perpetually hungers for the flesh of the untainted. You gain a Bite attack (Melee weapon attack, 1d10 Piercing damage) with which you have Proficiency. This attack can be used as a Bonus Action a number of times equal to your WIS modifier per Long Rest.
•    Foul Feelers: Your fingers bend and flex without regard for the bones within, and, when they grasp for prey, they extend far from their former master. You gain a Claw attack (Melee weapon attack with a 15 ft. reach, 1d8 P) with which you are Proficient. This attack may be used as if it were an off-hand weapon.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.

Psychotic Break
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 fear, 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.