So far, I've dabbled in warlocks, paladins, and rogues. Now, let's see how tweaking a cleric works.
Madness is a popular concept in roleplaying, such that entire games revolve around it. Nearly every setting in D&D canon has at least one mad god, and it'd make sense that such gods should have equally mad clerics: fonts of enlightened insanity, sharing their manic wisdom with the world (whether the world wants it, or, more likely, not).
An interesting domain riding hard the "Chaotic" side of the alignment chart, Madness and the clerics that espouse it can range from being Good at heart, using their insanity for the benefit of others, to being malicious and Evil, truly wishing to destroy all that is sane and safe in the world.
Let's look at what makes this fun.
- Spell list full of mental-control powers, feels functionally halfway between bard and warlock.
- Use the message cantrip to make people go nuts. No seriously, try it.
- A controlling/offensive first-level combat feature, essentially an ultra-light version of compulsion.
- Two Channel Divinities, one to make your enemies crazy, the other to make your friends crazy.
- An assortment of level 6+ domain spells delivered at class level 17.
- Deep Speech may not be entirely necessary on Voices in Your Head. But it seems so fun.
- CD: Sow Madness is strong, but less strong (due to unreliability) than what an Arcane cleric gets so that seems alright.
- CD: Berserking may be stronger or weaker than intended. Hard to tell with that one.
WHAT I LEARNED:
- I was originally making this as a paladin Oath of Madness. I'm still probably going to make the paladin Oath, but man, is it much easier to design for a cleric.