Wizard
Base Class: Wizard

Your genius also brings madness. You now use special die, called Madness Die, to power a number of spells and magical effects, and influence the minds of others. 

Madness Dice

2nd level Madmage feature

Your genius has come at a price. Learning to twist the arcane has also twisted your senses and perception of the world around you, causing many to believe you mad. This energy is represented by your Madness dice, which are each a d4. You have a number of these dice equal to one fourth your wizard levels (rounded down), and they fuel your various Madness powers .

You regain all your expended Madness dice when you finish a long rest.

When you reach certain levels in this class, the size of your Madness dice increases: at 5th level (d6), 11th level (d8), and 17th level (d12). 

Writings of the Mad

Whenever you copy a new spell into your spell book from another source, you may expend one Madness Die. When you do, roll 1d100. On a 100 you may copy another spell equal to half the level of the spell you are currently copying from the wizards spell list. This spell takes no time and requires no gold to copy. On a 1 the spell you are currently copying takes twice as long to copy into your spell book. 

Genius and Madness

2nd level Insanity Maestro feature

As an action on your turn, you may expend one of your Madness die to cast one of the spells you have locked away in the recesses of your mind.

Roll the Madness die and use the table below to determine the spell that is cast at it's lowest level. If the Madness die lands on a {{scalevalue}}, roll two dice and choose which result to use. You still only expend one madness die when this occurs. Casting a spell this way does not require verbal or material components, and does not use a spell slot. You also have advantage on all saving throws made to concentrate on any spells cast this way. 

 

Genius and Madness Spells

Madness Die Result

Spell

01

Dissonant Whispers

02

Blindness/Deafness

03

Charm Person

04

Hypnotic Pattern

05

Tasha's Mind Whip

06

Fear

07

Web

08

Phantasmal Force

09

Crown of Madness

10

Mind Spike

11

Command

   

 

Twisted Mind

6th level Insanity Maestro feature

Your control over your sanity slips farther away from you, to the point where it now begins to effect the minds of others. 

  • Whenever you cast a spell of 1st level or higher that deals psychic damage, you may expend one Madness die. If you do, roll it and add the result to the damage of the spell. 
  • Whenever you cast a spell of 1st level or higher that imposes the charmed or frightened condition, you may expend one madness die. If you do, roll the die and add that number to the saving throw of the spell. 
  • Whenever a creature attempts to charm or frighten you, you may use your reaction to expend one Madness Die. If you do, you may roll the die and add the result to your saving throw. You may do this after you roll, but before you know the results of the roll. 

Labyrinth of Insanity

If you succeed on a saving throw against being frightened or charmed, you may as a reaction, expend one Madness Die. If you do, roll that die and add the total rolled to the original save DC of the effect. The creature that forced that saving through must now succeed on the new saving throw or be charmed or frightened (whichever effect it was attempting to impose) itself. 

Creeping Madness

14th level Insanity Maestro feature

Whenever you cast a spell using your Genius in Madness feature, you may force a creature you can see within 60 ft. to make a Wisdom saving through (DC{{savedc:int}}). A creature immune to the charmed or [Tooltip Not Found] automatically succeeds this saving throw. If the target fails this saving throw, it immediately begins to canting and muttering to itself, for a number of its turns equal to the result rolled on the Madness Die. The target cannot attack or use any actions, other than its move action, on those turns. The creature may repeat this saving throw at the end of it's subsequent turns. As a bonus action on subsequent turns, you can end the effect on the target. If you do, you can choose another target within 30 ft. of the first and have them make the a Wisdom saving throw. If they fail, the fall under the effects of the Creeping madness for their turns remaining from the initial turn count. 

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