Base Class: Warlock
Azareck Vaalen is a God of Change and Hope, and the people who typically find patronage from The Mad God are those who have a distaste for the established order of things and desire change; be that a power hungry spellcaster that wishes to destroy the world, the scholar dissatisfied with how studies and arcana are perceived and wish to make an impression on history through whatever means necessary, or perhaps even the revolutionary trying to overthrow a tyrannical empire.
The Mad God grants his followers untold power and insight into the nature of the cosmos, revealing to them the eldritch truths of creations, and lifts the veil of ignorance that covers all mortals; something that attracts scholars, however this invariably leads to Madness and self-destruction.
It's common for followers of the Mad God to be corrupted in someway or another, be that physically or mentally, seemingly changed by the maddening influence of Azareck Vaalen. Here are some traits that may be common.
For Mental corruption you may use these traits for the two halves of the Mad God, represented by the two halves of the realm of Mytheria, Dementia and Mania. Dementia is home to the psychopathic, the paranoid and the calculated. Mania is home to the wild, the psychotic, and the deranged. Both chaotic.
| d100 | Dementia |
|---|---|
|
1-20 |
"I often become withdrawn and moody, dwelling on the insufferable state of life" |
|
21-40 |
"Someone is trying to kill me... and I have to kill them first before they get me!" |
|
41-60 |
"I do not feel remorse, I would burn the world to the ground if it meant I could gain power of knowledge." |
|
61-80 |
"I am alone in this world, everyone else is trying to stop me from achieving my goals in some way or another..." |
|
81-100 |
"I am awash in the awareness of life's futility" |
| d100 | Mania |
|---|---|
|
1-20 |
"Nothing matters! I alone decide what is good and evil." |
|
21-40 |
"There is only one solution to my problems: kill them all!" |
|
41-60 |
“There is more than one mind inside my head" |
|
61-80 |
"Everything belongs to me, all must bow before my splendour!" |
|
81-100 |
"KILL MAIM BURN! DESTROY DESTROY DESTROY! LETS DESTROY EVERYTHING!" |
Scion of the Black Goat
Starting at 1st level you choose 2 Skills to gain Proficiency in and 2 skills to gain Expertise in.
You gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.
Your corruption due to the eldritch influence of the Mad God protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armour.
Finally for every level you gain in this class, you learn 1 extra spell from the Warlock Spell List that you have levels to cast.
Formless Trickster
Starting from 6th level you can cast Alter Self at will.
You gain 2 more Expertise.
You have advantage on saving throws against being: Restrained, Grappled and Paralysed; furthermore your movement speed cannot be decreased. You can use 5 ft of movement to escape from non-magical restraints or a grapple.
Saves against being Restrained, Grappled or Paralysed use your Charisma Saving throw if it's higher. You are constantly under the effects of the Spider Climb spell.
Grant Me Eyes!
Starting fro 10th level you gain +1 to any 3 Skills of your choice and you gain Proficiency in Insight, if you already do you gain Expertise.
You gain resistance to Psychic damage (if you already do you gain immunity), and you have advantage on saving throws against being Charmed or Frightened.
You are immune to effects that cause madness, however from this point you gain a trait of Indefinite Madness that cannnot be cured by any means other than a Wish spell.
Walking Calamity
Starting from 14th level you can summon a bolt of pure chaotic energy by channneling the power of Azareck Vaalen.
Once per long rest you can use an action to use pick a point you can see within 120ft, from there a bolt of destructive energy 60ft in radius strikes the ground. Creatures caught in the radius must make a Dexterity saving throw. On a fail they take 10d10 Force damage and are Stunned for 1 turn, on a pass they take half damage and they aren't stunned.
Furthermore if you take damage they must make a Wisdom saving throw, on a fail they recieve a trait of Short Term Madness.
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