TEXT: MADNESS DOMAIN 
  The Madness Domain celebrates the variety of shapes the 
  mind can take, reveling in the truth and freedom of what 
  others deride as insanity. The gods of madness seek to 
  spread their gift and their perspective to all the mortal races 
  and beyond, to disabuse fools of their fool ideas of "reality" 
  and wake the sleeping masses from their idyllic dreams. 
  Most gods of madness are considered Evil and in some 
  settings they are also fiends or undead, such as a demon lord 
  of chaos and insanity or a lich god of deranged seekers who 
  leave the world of mortal thought behind Some are simply 
  misunderstood divinities that seek to spread their unique and 
  mind-bending perspective on reality, only called "mad" by the 
  ignorant fools who know little of their revelations. These gods 
  rarely speak of things like hope or peace, and often espouse a 
  pessimistic or even paranoid view of creation. 
  MADNESS DOMAIN SPELLS 
  Cleric Level 
  Spells 
  l st 
  Dissonant Whispers, Tasha's Hideous 
  Laughter 
  3rd 
  5th 
  7th 
  9th 
  Crown of Madness, Phantasmal Force 
  Fear, Incite Self-Harm (new) 
  Phantasmal Killer, Staggering Smite 
  Modify Memory, Phantasmal Plunge (new) 
  BONUS CANTRIP 
  When you choose this domain at 1st level you learn the 
  vicious mockery can trip if you don't already know it. 
  DIVINE HALLUCINATIONS 
  Starting at 1st level you can use an action to enter a catatonic 
  trance to receive warnings from your god via hallucination. 
  You become incapacitated for 1 minute as you experience a 
  vivid hallucination that might be prophetic. The DM rolls a d6 
  in secret. On a roll of a 5 or 6, the DM shows you a likely 
  future involving a real threat you're likely to face soon. On any 
  other roll the DM shows you a paranoid vision of an unlikely 
  future involving threats that are not real or that you're 
  unlikely to face, such as a betrayal from allies that are 
  actually trustworthy, or an attack from monsters that aren't 
  actually present in the immediate area. 
  You can enter this trance a number of times equal to your 
  cleric level divided by 4 (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
  GIFT OF MADNESS 
  At 1st level you also learn how to ward off attackers by 
  sharing your madness with them. Immediately after a 
  creature hits you with a melee attack, you can use your 
  reaction to assault it with hallucinations. The creature must 
  make a Wisdom saving throw. On a failed saving throw, it 
  takes psychic damage equal to 2 + half your cleric level and 
  the hallucinations make it either blinded or deafened (your 
  choice) and frightened of you until the end of your next turn. 
  You can use this reaction ability a number of times equal to 
  your Wisdom modifier (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
  Art Credit: Cover Art for Priest: 
  Genesis Vols 1-3 by Min-Woo Hyung 
  BY BENEVOLENT EVIr, 
  CHANNEL DIVINITY: DREAD WHISPERS 
  At 2nd level you can use your Channel Divinity to infuse the 
  creatures in an area with paranoid dread and maddening 
  whispers warning them of betrayal 
  As an action, you choose a point that you can see within 60 
  feet. Each creature in a 10 foot sphere centered on that point 
  must make a Wisdom saving throw. On a failed saving throw, 
  a creature takes psychic damage equal to ld6 + half your 
  cleric level and it becomes addled with dread for 1 minute. 
  A creature addled with this dread treats all other creatures 
  as enemies for the purpose of disadvantage for ranged 
  attacks, and must make any opportunity attack it possibly 
  can. At the end of an affected creature's turn, it repeats the 
  saving throw. A success ends the effect on that creature. 
  CRAZED STUMBLING 
  Starting at 6th level when you deal psychic damage to a 
  creature you can cause it to stagger with fear and confusion. 
  You can choose to push it up to 10 feet in any direction that it 
  can move, but you cannot move it further than half its speed 
  POTENT SPELLCASTING 
  Starting at 8th level you add your Wisdom modifier to the 
  damage you deal with any cleric cantrip. 
  ALREADY MAD 
  Starting at 17th level you cannot be charmed or frightened 
  and you have immunity to psychic damage. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed - The Madness Domain Cleric (1p0).pdf