

Divine Domain
Starting at 1st level, a cleric chooses their Divine Domain feature, shaping the path they will follow, and the gods the serve. When selecting your Divine Domain, you can add the following domain to your list of options.
Madness Domain
The gods of madness are the patrons aberrations and eldritch horrors, housing themselves within realms of chaos and outer worlds far beyond the minds of most mortals. Often seeked out as patrons more often than as gods, one of the madness domain teaches the horrific truths of the universe, the secrets that must never be revealed, and miserable patheticness of mortals in the grand scheme of everything. Clerics of these deities set out to spread the madness they have encountered, and show the world the aberrant truths of the universe and its beings. Followers of these gods forsake pride and hold no pleasures, they soul purpose is to bring truth, and free themselves of the solidarity in their existence.
Deities of this domain include beings such as Aiukujhesh, Cthulhu, Ghigotl, Mh'oudhah, Tryggalb, Utabhess, and Nog'Yenothl.
Madness Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | chaos bolt, hideous laughter |
| 3rd | detect thoughts, shatter |
| 5th | clairvoyance, fear |
| 7th | black tentacles, phantasmal killer |
| 9th | telekinesis, dream |
Knowledge Siphon
At 1st level, the deities of madness have granted the power to siphon the dieing thoughts of your enemies into your life force. When an enemy dies within 10ft. of you, you may use your reaction to gain temporary hit points equal to your Wisdom modifier.
Once you use this feature, you must finish a long rest before you can use it again.
Channel Divinity: Eldritch Torment
Starting at 2nd level, you can reach into a creatures minds and reveal to you their nightmares. As an action, you can target one enemy within 40 ft. forcing them to make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 1d6 psychic damage and becomes frightened of you. On a successful save, the targeted creature takes half damage, and is not frightened.
The damage for this feature increases to 2d6 at 6th level, 3d6 at 8th level, and 4d6 at 17th level.
Fount of Minds
Starting at 6th level, you have fully unlocked the secrets of the far realms. you are aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. You can use an action to know the distance and direction to each creature, as well as each creature's intelligence score, but you can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Illithid Metamorphosis
Starting at 8th level, you can use your bonus action, to become a true Illithid for 1 minute. While in this form, you can take the knowledge of the living, not just the dead. When you successfully land an Attack roll against another creature, you can choose to gain 5 temporary hit points. You also deal an additional 1d8 psychic damage with all melee attacks.
Once you use this feature, you must finish a short or long rest before you can use it again.
Insanity
Starting at 17th level, you can impose maddening views and illusions skillfully. When you cast a illusion spell of 5th level or lower that targets only one creature, the spell can instead target two creatures. When you target a creature with a spell, you can target a second creature within 5 feet of the initial target. If the spell consumes its material components, you must provide enough components as if you were casting the spell twice.
Credits
Created by Jory Currie
Proofread & Balanced by /u/lidanmaArt in Order of Appearance
"Musica Maestro!" by Dies Vitae
"Blood mage" by Linn Kristine Pettersen