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Madness Domain in Dungeons & Dragons 5e

Madness Domain

Cleric

Level 3: Madness Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Madness Domain Spells table, you thereafter always have the listed spells prepared.  
Cleric LevelSpells
3rdDissonant Whispers, Tasha's Hideous Laughter, Crown of Madness, Mind Spike
5thEnemies Abound, Fear
7thConfusion, Evard's Black Tentacles
9thDominate Person, Modify Memory
 

Level 3: Blessings of Madness

You learn the Mind Sliver cantrip. It counts as a Cleric cantrip for you and doesn't count against your number of cantrips known. When you cast Mind Sliver, you can target two creatures within range that are within 5 feet of each other.  

Level 3: Channel Divinity: Unwind the Mind

As a Magic Action, you present your Holy Symbol and target a number of creatures equal to your Proficiency Bonus within 30 feet. Each target must succeed on a Wisdom saving throw or be overwhelmed by maddening visions for 1 minute. On a failed save, the madness of your god infects their mind, and they are incapacitated for up to 1 minute. While incapacitated, they spend their turn babbling incoherently, and use their movement to move in a random direction. At the end of each turn, the creature can repeat the saving throw, ending this effect on a successful save.  

Level 6: Shattered Mind

Your thoughts have become alien and difficult to grasp. You have Advantage on saving throws against the Charmed and Frightened conditions.   In addition, your thoughts can't be read unless you allow it, and magical effects that would detect your thoughts reveal only fragmented and incoherent impressions.  

Level 17: Mantle of Insanity

When a creature you can see within 60 feet targets you with an attack roll, you can use your Reaction to force it to make a Wisdom saving throw. On a failed save, you choose another valid target within the attack's range. The creature must make the attack against the new target instead. If no valid target exists, the attack automatically misses.   You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all expended uses when you finish a Long Rest.  
 


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