Gods of madness, originally Holelaw and now Moshkath, are corrupters and bringers of insanity. They control and generate power by twisting the minds and creating delusions. Their patrons are a twisted lot, devoted to breaking the minds of their enemies and even fueling their own corrupt thoughts. Often this is the domain of cults and infiltrators. Their clerics area disruptive force in the world, loving to take people in power and bringing them low, causing them to eat the grass of their own field.
When you choose this domain at 1st level, you gain proficiency with heavy armor
Starting when you choose this domain at 1st level, you can use your action build an insane rage at a specific opponent. On your next attack roll against that opponent you get an advantage.
Starting at 2nd level, you can use your Channel Divinity to cause all creatures around you to have difficulty perceiving anyone other than one of your allies.
As an action, you weave a distracting string of words that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The whispers affects all creatures you choose that can be charmed and can hear you within 60 feet of you. On a failed wisdom saving throw the target has disadvantage on Wisdom (perception) checks made to perceive any creature other than selected ally. The effect ends if they can no longer hear you or the time runs out ir you are no longer able to keep whispering.
Starting at 6th level, you can use your Channel Divinity to see the desires of a creature.
As an action, you can see the thoughts of a creature. That creature gets a wisdom saving throw. If the creature fails you know its reasoning and emotional state. If it passes you know only the surface thoughts of a creature.
At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain the ability to twist the mind of creatures. When creatures are under any effect caused by you, you can take a bonus action on your turn to verbally add one of the following conditions to that effect: Blinded, Charmed, Frightened, Prone, Stunned.