Madness Domain

Madness Domain Spells

Cleric level Spells
1st Tasha’s Hideous Laughter, Dissonant Whispers
3rd Crown of Madness, Silence
5th Hypnotic Pattern, Glyph of Warding
7th Evard’s Black Tentacles, Confusion
9th Commune, Contact Other Plane

Sanity is Relevant 

You gain an indefinite madness effect that cannot be cured, but are immune to all other madness causing effects.

Channel Divinity: A touch of madness never hurt anyone.

Starting at 2nd level, you can use your channel divinity to Cause all targets within a 60 foot radius that you designate to make a sanity saving throw (or charisma if not using sanity), success and the target is not affected, fail and the target gains a short term madness effect.

Lift Madness

Starting at 6th level, you can bear the madness of another mind that is willing to share with you. A ten minute meditation ritual needs to be performed where both parties hold each other’s heads. You must make a sanity saving throw equal to DC 20 – your sanity modifier, failure means you cannot cure the target of their madness, success means you bring the madness onto yourself, which you are immune to and the target is cured of their madness.

Curse of Madness

Starting at 8th level, once per rest you may select a target you can see and bestow upon them a curse of madness. The target is entitled to a Sanity saving throw, success and the target gains short term madness effect, failure they gain a long term madness effect.

Madness? This is …..

Starting at 17th level, all allies within 30 feet of you are immune to madness effects, and anyone casting a madness inducing spell at you or your allies within 30 feet, must make a sanity save or suffer the effect themselves.