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Ability
Madness
REG-CMN23V7O
Ability
Madness (Cleric)
Archive Status
Public
Last Revision
3 Jun 2026
Campaign
Shivath
Source: Homebrew (Shivath)
We are all given a flicker of madness at one point or another, but you must be careful to not lose it, for it is the true apex of the intellect.
| Level | Features |
|---|---|
| 3rd | Domain Spell; Delusions of Grandeur; An Imbalance of Humors; Channel Divinity: Hysteria; Insane Focus |
| 8th | Divine Strike; Aberrant Mind |
At each indicated cleric level, you add the listed spells to your spells prepared.
1st: Dissonant Whispers, Tasha's Hideous Laughter
3rd: Phantasmal Force, Crown of Madness
5th: Tongues, Hunger of Hadar
7th: Confusion, Phantasmal Killer
9th: Modify Memory, Geas
You have an advantage on saving throws against effects that would cause you to become charmed or frightened.
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature to give it resistance to acid, cold, fire, or lightning damage. If you choose resistance to acid or lightning damage, the creature also gains vulnerability to the other. If you choose resistance to cold or fire damage, the creature also gains vulnerability to the other. The resistance and vulnerability both last for 1 minute. You may use this ability a number of times per day equal to your Wisdom modifier, and regain these uses after a long rest.
Starting at 2nd level, you can use your Channel Divinity to spread madness among the ranks. As an action, you may present your holy symbol and invoke hysteria on creatures with 30 ft. of you. All those affected must make Wisdom saving throws. If a creature fails, they lose the ability to distinguish friend from foe, regarding all other creatures it can see as enemies until the end of their turn. Whenever an affected creature chooses a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
At the start of your turn, you may choose to give yourself advantage on every roll you would make for the rest of your turn. If you do, you are immediately after affected by the spell Confusion for a number of rounds equal to the number of rolls you gained advantage on from this ability. You may use this ability once per short rest.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
You gain immunity to the charmed and frightened conditions, as well as psychic damage. Any creature that targets you with a divination or enchantment effect or spell must make a Wisdom saving throw with disadvantage or take 10d8 points of psychic damage.