TEXT:  
  Divine Domains 
  In a pantheon, every deity has influence over different aspects of 
  mortal life and civilization, called a deity’s domain. All the 
  domains over which a deity has influence are called the deity’s 
  portfolio. For example, the portfolio of the Greek god Apollo 
  includes the domains of Knowledge, Life, and Light. As a cleric, 
  you choose one aspect of your deity’s portfolio to emphasize, and 
  you are granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. Apollo, for 
  example, could be worshiped in one region as Phoebus (“radiant”) 
  Apollo, emphasizing his influence over the Light domain, and in a 
  different place as Apollo Acesius (“healing”), emphasizing his 
  association with the Life domain. Alternatively, your choice of 
  domain could simply be a matter of personal preference, the aspect 
  of the deity that appeals to you most. 
       Each domain’s description gives examples of deities who have 
  influence over that domain. Gods are included from the worlds of 
  the Forgotten Realms, Greyhawk, Dragonlance, and Eberron 
  campaign settings, as well as from the Celtic, Greek, Norse, and 
  Egyptian pantheons of antiquity. 
  Madness Domain 
  Your power as a cleric comes from the divinity of the 
  madgod. Every paranoid thought and nervous breakdown in 
  the world empowers the madgod, and you as his emissary. 
  Of course, little do people know that the madgod is just a 
  cobbler who lives down the road and smiles kindly at 
  passersby. Well, actually he's a little magpie that flies 
  around at daybreak. Or perhaps he's a wedge of cheese that 
  talks to the clouds? 
  Madness Domain Spells 
  Cleric Level 
  Spells 
  1st 
  dissonant whispers, Tasha's hideous laughter 
  3rd 
  crown of madness, phantasmal force 
  5th 
  clairvoyance, hypnotic pattern 
  7th 
  confusion, hallucinatory terrain 
  9th 
  dream, modify memory 
  Bonus Proficiencies 
  When you choose this domain at 1st level, you gain 
  proficiency with martial weapons. 
  Lunatic Insight 
  At 1st level, whenever you make an ability check, you can 
  choose to use your unique insight to make connections 
  which may or may not exist. If the d20 roll for the ability 
  check was even, you add your proficiency bonus to the 
  check, even if you have already added it. If the roll was 
  odd, you subtract your proficiency bonus from the check. 
   
   
  Channel Divinity: Give Madness 
  Starting at 2nd level, you can use your action to force a 
  creature within your reach to make a Charisma saving 
  throw or be deranged for 1 minute. Whenever a deranged 
  creature makes an attack roll and rolls an odd number on 
  the d20, the attack misses. 
  Fragmented Mind 
  By 6th level, your damaged mind is difficult to influence. 
  You have advantage on saving throws against being 
  charmed or frightened, and on saving throws against any 
  effect that would sense your emotions or read your 
  thoughts. 
  Divine Strike 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 psychic damage to the 
  target. When you reach 14th level, the extra damage 
  increases to 2d8. 
  Enhanced Madness 
  Starting at 17th level, whenever you use your Channel 
  Divinity to give madness, you may choose to give the 
  target a randomly rolled short term madness effect (found 
  in the in the Dungeon Master's Guide, 
  page 259). After using this 
  ability, you must finish a long 
  rest before using it again. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Madness Domain.pdf