The stars of Pash-Mara
Ancient, forgotten gods of madness lurk in the distant
corners of reality and in the Far Realms, beyond the known
boundaries of the planes. Those who try to decipher the
inscrutable motives and desires of these ancient beings
sometimes find themselves filled with divine purpose and
power, equipped to carry out part of whatever eldritch plans
these beings have for the world. Perhaps a settlement must
be warned of a cosmic disaster, a cult which seeks to
summon an ancient god’s chief rival destroyed, or an ancient
artifact from a dragon’s horde recovered. In each case,
otherworldly purpose shapes and steers madness-domain
clerics to go into the world to fulfill the destinies set before
Madness Domain Mind Powers
- Available in Section 2: Mind Powers.
1st Dissonant Whispers, Tasha’s Hideous
3rd Blur, See Invisibility
5th Mind Slash* Slow
7th Confusion, Evard’s Black Tentacles
9th Aberrant Form* Telekinesis
Blessings of Madness
Starting when you choose this domain at 1st level, you can
use your action to affect either yourself or another willing
creature with a minor aura of madness. While under the
aura’s influence a creature has advantage on saving throws
against being charmed. Additionally, Wisdom (Insight) checks
against the creature are made at disadvantage. This blessing
lasts for 1 hour or until you use this feature again.
Channel Divinity: Call Forth Madness
Starting at 2nd level, you can use your Channel Divinity to
drive nearby creatures mad.
As an action, you present your holy symbol and invoke the
unpronounceable and mind-bending name of your deity. Each
hostile creature within 30 feet of you must make an
Intelligence saving throw. A creature takes 2d4 plus your
cleric level psychic damage and has disadvantage on attack
rolls until the beginning of your next turn on a failed saving
throw, or half as much and is not disadvantaged on a
At 6th level, you learn to interpret subtle omens from your
deity that forewarn of disaster. Though many creatures may
receive strange omens in the form of visions, dreams, or
signs, you are able to find significance in odd coincidences or
unlikely arrangements of items that no one else notices.
Whenever you encounter something you consider to be an
omen, you may spend an action examining and interpreting it.
If you do so, some time in the next 10 minutes you may
choose to gain advantage on an ability check, attack roll, or
saving throw that you make. You may use this feature a
number of times equal to your Wisdom modifier (a minimum
of once). You regain all expended uses after you finish a long
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Beacon of Madness
At 17th level, you learn to harness the power of your deity’s
call to insanity in times of dire need. As a reaction to a
creature taking hostile action against yourself or an ally
within 60 ft, you may impose a vision of your deity upon the
creature. It makes an Intelligence saving throw. On a failed
save, it is temporarily driven mad and will behave as if it were
under the effect of the Confusion spell until the end of its next
turn. A creature can be affected by this ability only once per
3rd-Level Psionic Evocation (Anticipation)
Casting Time: 1 action
Range: Self (15-foot cone)
A wave a psionic force sweeps out from you. Each creature
in a 15-foot cone originating from you must make a Strength
saving throw. On a failed save, a creature takes 5d8 force
damage and is pushed up to 30 feet from you. On a
successful save, the creature takes half damage and isn’t
At Higher Levels: For each level above 3rd, the damage
increases by 1d8.
5th-level Psionic Transmutation (Psychometabolism)
Casting Time: 1 action
Duration: Concentration, up to 10 minutes.
You assume aspects of another form based on the ancient
aberrant race of your choice. When you manifest this mind
power, choose one of the following options, which lasts for
the duration. At any time you can end one option as an action
to gain the benefits of a different one.
Abolethic Form: Your body is covered in slippery white
slime. You have advantage on checks to escape grapples
or restraints. A creature that comes into contact with the
white slime for the first time in a day must make a
Constitution saving throw or be poisoned for up to 1
minute, repeating the saving throw at the end of each of
its turns, the effect ending on a success.
Illithid Form: Your mouth is replaced by four long
tentacles. You may make a melee attack against a creature
within 5 feet of you. On a hit, the target takes 2d10 psychic
damage and becomes grappled.
Beholder-kin Form: You sprout an eye stalk from a
random body part and fire a random eye ray at a creature
you can see within 90 feet of you. The rays may be taken
from the list of eye ray options for the Spectator on pg 30
of the Monster Manual.
Pseudonatural Form: Your flesh takes on a grotesque
yellowed pallor, with layers of tentacles writhing beneath
the surface, and eyes emerging like boils from the skin.
You gain resistance to acid and lightning damage and have
advantage on perception checks.
Neogi Form: You sprout small spider-like claws from your
back and can climb walls and ceilings.
Tsochari Form: Your body dissolves into a collection of
maggot-like tentacles. You gain resistance to piercing
damage and can disassociate into pieces to escape
restraints or navigate through small spaces. You may
disassociate or reform as a bonus action.