Madness

Gods that personify chaos, ferocity, unrestraint, and delusion, such as Dionysus, Astarte, Sabazios, and Loki may grant their priestesses access to the madness domain. For some deities, madness is expressed in uninhibited carnal desire, for others it is a trip into the far reaches of consciousness and delving into alternate realities. Some of these deities promote twisted logic and sadistic humor, while others encourage gluttony and hedonism. Many followers of these gods enjoy life and want others to share in the nonsense and dark humor of existence. Others are alarmed at their divine insights and work feverishly to avert (or achieve) some esoteric, paranoid goal.

Madness Domain Spells
Priestess Level Spells
1st Hideous laughter, speak with animals
3rd Enhance ability, suggestion
5th Fear, hypnotic pattern
7th Confusion, phantasmal killer
9th Dominate person, modify memory

Channel Divinity: Mad Skills

When you choose this domain at 1st level, you can use your Channel Divinity as an action to temporarily access hidden talents and flares of mad genius within yourself. When you call upon this ability, choose one skill or tool. You have proficiency with the chosen skill or tool for 10 minutes.

Channel Divinity: Frenzy

Upon reaching 2nd level, you can use your Channel Divinity as a bonus action to enter a state of feral madness and blind ferocity. While in a frenzy, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee attack using Strength, you gain a +2 bonus to the damage roll. When you reach 10th level, this increases to +3 and when you reach 17th level it increases to +4 bonus damage to all melee attacks that use Strength.
  • Your unarmed attacks inflict 1d4 damage. This increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level.
  • When you use the Attack action to make an unarmed attack, you can make a second unarmed attack as a bonus action, assuming you haven’t already taken a bonus action this turn.
  • You have resistance to all damage as long as you are not wearing armor.
  • You can’t cast spells or concentrate on them while in a frenzy.
  • You cannot use any special abilities such as Channel Divinity, Destroy Undead, or Preaching while in a frenzy.
  • You cannot use weapons or shields while in a frenzy. Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious. If you have nothing to attack, you can maintain the frenzy by dancing vigorously or running about. You can also end the frenzy on your turn as a bonus action.

Random Thoughts

When you reach 6th level, your unpredictable and disturbing thoughts protect you from certain types of magic. You add your Charisma modifier to any savings throws against being charmed or frightened. If you use your Channel Divinity while you are charmed or frighten, you make a new saving throw against the effect as a reaction. Also, If you fail the saving throw against a detect thoughts spell, the creature probing your mind must make a Wisdom saving throw or suffer from short term madness.

8th Level Ability

Upon reaching 8th level, your powerful and evocative persona enhances the potency of your cantrips. You add your Charisma modifier to any damage you deal with a cleric (priestess) cantrip.

Greater Random Thoughts

At 17th level you become so infused with the chaotic energies that you are immune to the charmed and frightened conditions. If you fail the saving throw against a detect thoughts spell, the creature reading your mind must make a Wisdom saving throw or suffer from long term madness.

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Amazons vs. Valkyries: Mystery Cults: Dionysus Copyright 2020, Bloodstone Press

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