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View Full Version : D&D 5e/Next Madness Domain Cleric, Lightning Speed Monk



fattybear
2015-11-05, 08:31 PM
Feedback appreciated! Madness Domain has been updated since initial post.

Madness Domain
Description: The Gods of Madness – including Tharizdun, Cyric, and the Fury – not only dwell in madness, but are empowered by it. They recognize the insanities of the multiverse and embrace it whole heartedly. Their followers seek to cause turmoil wherever they go, bringing down even the stoutest into fits of lunacy. These clerics are so dedicated to bringing madness to others that they willing enter the realm of insanity themselves.

Power of Madness
Starting at 1st level, roll or select a form of indefinite madness, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell. Your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you. You are immune to charm effects.

Bonus Proficiency
Also at 1st level, You learn the vicious mockery cantrip.

Channel Divinity: Instill Insanity
At 2nd level, you can use your Channel Divinity to afflict short-term madness on all creatures of your choice within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.

Channel Divinity: Psychotic Episode
At 6th level, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. On a failed Wisdom saving throw, the creature is randomly afflicted with a long-term madness determined by the Long-Term Madness Table (DMG pg. 260). It lasts 1d10 x 10 hours. The long-term madness ends early if the madness is cured, you lose concentration (as if you were concentrating on a spell) or you use this feature again. The long-term madness may be cured by a lesser restoration spell or more powerful restoration spell.

Potent Spellcasting
Starting at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.

Lunatic Ward
At 17th level, when you or an ally within 5 feet of you are subject to a Wisdom saving throw due to magic, you can attempt to redirect the attack back at the caster. You may use your reaction to grant advantage to you or your ally's saving throw. On a successful saving throw, your troubled mind has corrupted and reflected the magic, afflicting the enemy with a random short-term madness instead. This madness lasts for one minute or until the creature takes damage.

Madness Domain Spells
L1: Dissonant Whispers, Tasha’s Hideous Laughter
L3: Crown of Madness, Phantasmal Force
L5: Fear, Hunger of Hadar
L7: Confusion, Hallucinatory Terrain
L9: Seeming, Dream


Way of Lightning Speed
Description: Monks of the Way of Lightning Speed are the quickest fighters anyone will encounter. They learn techniques to channel the innate power and essence of lightning to great effect in the battlefield. Members of this tradition can gracefully weave through fight, seemingly only a blur to their opponents.

Stormy Steps
Starting when you choose this tradition at the 3rd level, you can manipulate your ki to channel the essence of lightning. When you use the Step of the Wind feature, lightning seems to emanate from you or strike at you. You may make one unarmed attack against a creature within 5 feet of you, inflicting lightning damage instead of bludgeoning damage. You also gain the benefits of both the Dash and Disengage action when you use the Step of the Wind feature.

Charging Blow
Starting at 6th level, you have learned how to attack when moving with great speed. When you successfully attack an enemy after moving 20 feet in a straight line, the target must succeed on a Strength saving throw or be knocked prone.

Accelerated Movement
At 6th level, for every ki point you spend during your turn, you gain an additional 5 feet of movement until the end of your turn.

Heightened Reflexes:
At 11th level, you may use your reaction and spend 1 ki point to gain advantage on a Dexterity saving throw or grant disadvantage to an enemy's attack against you. If you manage to avoid taking any damage, you may immediately move up to half your movement speed without provoking opportunity attacks.

Lightning Strikes:
At 17th level, you can spend 3 ki points to seemingly move as fast as light. You strike at all creatures of your choice within a 60 foot radius of you. A creature takes lightning damage equal to your monk level + your Wisdom modifier on a failed Dexterity saving throw, or half as much damage on a successful one. You may end your turn anywhere within the 60 foot radius of where you started. None of the creatures may take an attack of opportunity against you.

TheLonelyScribe
2015-11-06, 11:29 AM
I like these ideas!

In previous editions, madness has often been modelled as a low wisdom score. I'm wondering if it would be possible to give the madness cleric some way to get away with having low wisdom, and perhaps some perks for it. Not sure how plausible this is in 5e, I've not actually played it yet.

For Accelerated Movement, do you get extra speed for ki you spend on other abilities, or do you have to explicitly spend the ki on Accelerated Movement?

fattybear
2015-11-06, 11:38 AM
I like these ideas!

In previous editions, madness has often been modelled as a low wisdom score. I'm wondering if it would be possible to give the madness cleric some way to get away with having low wisdom, and perhaps some perks for it. Not sure how plausible this is in 5e, I've not actually played it yet.

For Accelerated Movement, do you get extra speed for ki you spend on other abilities, or do you have to explicitly spend the ki on Accelerated Movement?

The best way to have it not rely on Wisdom is to probably have it derive from another class.

As for Accelerated Movement, the intention was to give you a minor speed bonus every time you spend ki on other abilities. So if you were to use flurry of blows, you'd gain 5 feet of extra movement for that turn.

JNAProductions
2015-11-06, 11:53 AM
Since Cleric Domains come at level one, you could switch it over to Charisma based casting. I did something similar with Iops-Strength based casting.