Subclasses

Madness Domain

Cleric subclass

The gods of the Madness domain exist at the boundaries where reason meets chaos, ranging from enigmatic entities that lurk at reality's edge to wild deities who revel in unbridled excess and ecstasy. Their divine influence manifests in ways both terrible and joyous, inspiring everything from secret cults seeking forbidden knowledge to public festivals celebrating liberation from mundane constraints. Clerics who serve these mercurial deities are themselves agents of change and chaos, moving through society with unpredictable purpose as they work to challenge established orders and push the minds of those they encounter toward either transcendence or unraveling.

Madness Domain Spells

Cleric
Spell

Spells
1st dissonant whispers, hideous laughter
3rd crown of madness, suggestion
5th fear, hypnotic pattern
7th confusion, phantasmal killer
9th dominate person, modify memory

Blessing of Madness

Starting at 1st level when you choose this domain, your mind becomes unhinged, flooded with strange thoughts and ideas. You gain periodic bursts of frightening clarity, which are fueled by special dice called madness dice, which are d6s. You have a number of madness dice equal to 1 + half your level (minimum 2 dice). You can expend a madness die and add the number rolled to one ability check, attack roll, or saving throw you make. When you do so, you have disadvantage on all ability checks, attack rolls, and saving throws until the end of your next turn.

You regain all expended madness dice when you finish a long rest.

Channel Divinity: Afflict Madness

Starting at 2nd level, you can use your Channel Divinity to flood your foe with erratic thoughts.

As an action, you present your holy symbol and invoke the name of your deity. Once creature of your choice you can see within 60 feet must succeed on a Wisdom saving throw or become insane until the end of your next turn. Constructs are immune to this effect. While insane, the creature cannot use actions, bonus actions, or reactions, though it can still move on its turn.

Channel Divinity: Flood of Madness

Beginning at 6th level, you can use your Channel Divinity to amplify your own madness.

When you would expend a madness die, you can use a bonus action to turn your madness die into a d12. If the ability check, attack roll, or saving throw succeeds, you do not have the usual disadvantage on ability checks, attack rolls, and saving throws from expending a madness die.

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.

Infectious Madness

At 17th level, you can no longer be charmed or frightened. In addition, whenever you expend a madness die, you can also bestow a madness die to one creature you can see within 60 feet of you.

The Book of the Righteous. Green Ronin Publishing, 2017.