GB Cleric Madness

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Cleric: Madness Domain

he Black Sea of Void surrounding Erenel

T
is divorced from reality, where Visions of Insanity
unimaginable beings gnaw beyond time
and space. Clerics who see beyond the veil 1st-level Madness feature
urge those who will listen to acknowledge When you fail an Intelligence, Wisdom or Charisma
their scrambled dreams. One must saving throw, as a reaction, you can allow your
embrace inscrutable lurkings of reality to maddening thoughts to rise to the surface.
learn what the frightening unknown can teach.
Bonus Cantrip You choose to succeed on the saving throw and instead
must deal with maddening visions in its place. Roll a d4
1st-level Madness feature at the start of your next turn and refer to the Visions of
You gain the vicious mockery if you don’t already know Insanity table below to determine your behavior.
it. This cantrip doesn’t count against the number of Visions of Insanity Table
cleric cantrips you know. When you cast vicious
mockery, instead of insulting the target you babble d4 Behavior

incoherently or speak of ancient gods beyond the veil of 1 Your visions overwhelm you. You must use all of your

reality. movement to move in a random direction. To determine the


direction, roll a d8 and assign a direction to each die face. In
Domain Spells addition, you can’t take an action this turn.
2 Your visions are extremely distracting. You can’t move or
1st-level Madness feature take actions until the beginning of your next turn.

You gain domain spells at the cleric levels listed in the 3 Your visions are somewhat distracting. You can’t take

Madness Domain Spells table. reactions and your movement speed is halved until the
beginning of your next turn.
4 You suffer mild hallucinations and can act and move
Madness Domain Spells
normally.
Cleric Level Spells
1st dissonant whispers, hideous laughter Once you use this feature, you can’t use it again until
3rd crown of madness, detect thoughts you finish a short or long rest.
5th hunger of hadar, sending
7th evard’s black tentacles, summon aberration
9th dream, rary’s telepathic bond

Cleric: Madness Domain | Gamingbrew 1


Channel Divinity: Break Reality
2nd-level Madness feature

Your shattered mind randomly forgets which domain


spells are made available to you by the unimaginable
beings from beyond. As an action, you can use your
Channel Divinity to choose one spell from a Cleric
domain spell list of a different divine order. (death, life,
light, etc.)
For 10-minutes, you can cast this spell as if it were a
domain spell for you. The domain spell chosen must be
from a spell you can access at your current level and
from a domain spell list made available by the Dungeon
Master.
Unhinged Mind
6th-level Madness feature

You have advantage on saving throws against being


charmed or frightened, and on saving throws against
any effect that can sense your emotions or read your
thoughts. If you spend 10 minutes speaking with a
willing creature, you can grant the creature this benefit
for up to 8 hours, as you expose their mind to the
echoes from beyond.
You can expose a number of willing creature with this
feature equal to your Wisdom modifier (minimum of
once). You regain all expended uses when you finish a Aura of Insanity
long rest. 17th-level Madness feature
Maddening Strike As an action, you begin to babble incoherently, driving
8th-level Madness feature those around you to madness. For 1 minute, or until you
lose concentration (as if you were concentrating on a
You gain the ability to amplify your weapon strikes with spell), any hostile creature that starts its turn within 20
maddeness. Once on each of your turns when you hit a feet of you must succeed on a Wisdom saving throw
creature with a weapon attack, you can cause the attack equal to your spell save DC.
to deal an extra 1d8 psychic damage to the target.
On a failure, the creature can’t take reactions until the
When you reach 14th level, the extra damage increases start of its next turn and rolls a d8 to determine what it
to 2d8. does during its turn.
On a 1 to 4, the creature does nothing.
On a 5 or 6, the creature takes no action or bonus
Join the Gamingbrew Community action and uses all its movement to move in a
Visit the Content Vault for more 5E content randomly determined direction.
http://bit.ly/GBVault/ On a 7 or 8, the creature makes a melee attack
against a randomly determined creature within its
Learn more about the Erenel Campaign Setting
https://bit.ly/Erenel/ reach or does nothing if it can’t make such an attack.
Once you use this feature, you can’t use it again until
Artwork By
Daniel Comerci, Grandfailure you finish a long rest.

2 Cleric: Madness Domain | Gamingbrew


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