Base Class: Wizard
Even the tallest tales of mad mages can very well be founded in truth. Power corrupts, and mages can be the worst example of this. With the endless amount of power that lies just out of reach, those who either become powerful enough or devote themselves fully to the pursuit of forbidden magic often find themselves face-to-face with the Beyond and all the horrors that lie within it. The inescapable truths learned from this realm easily leads to insanity which often goes far enough as to twist the wizard's own magic.
Corrupt the Mind
At 2nd level, you can imbue madness into the victims of your magic. When you hit a creature with a spell attack roll, you can choose to befuddle their mind. The target must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws, as well as concentration checks for one minute. During this time, voices echo in the target's mind and they gain invulnerability to psychic damage.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.
You can use this feature a number of times equal to your proficiency modifier. All uses are regained after finishing a long rest.
Seed of Madness
Beginning at 6th level, your magic stays on the mind like an arrow in a wound. When a creature rolls a natural 1 on a saving throw to resist one of your spells, or when you roll a natural 20 on a spell attack roll, the target's next turn is dictated as if they are under the effects of the Confusion spell. Scoring a critical hit by means other than a natural 20, such as on an unconscious creature, does not trigger this ability.
Creeping Paranoia
Starting at 10th level, you have learned to cause confusion to surge in the minds of anyone who threatens you. When a creature makes a melee attack against you, you can use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature must instead make the attack against another creature of your choice within their reach.
You can use this feature a number of times equal to your proficiency bonus. All uses are regained after finishing a long rest.
Blossoming Insanity
At 14th level, you can pull the mind of a creature into your own consciousness to assume full control over it. As an action, you can force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, you assume full control of the creature's turns for up to 1 minute. The creature cannot speak or cast spells while you control it in this way, and both you and the creature gain the benefit of the other's senses as your minds pull together.
During this time, any damage either yourself or the creature suffers is dealt to the other consciousness as well in the form of psychic damage. Additionally, you both suffer psychic damage equal to a roll of your highest hit die every consecutive turn that you control the creature. This psychic damage does not trigger the damage-sharing feature.
The creature can attempt to break free of the effect on its turn by repeating the saving throw. On a success, the effect ends and you suffer psychic damage equal to a roll of your highest hit die. On a failure, the creature suffers that amount of damage instead, which does not transfer to you.
Psychic damage dealt with this ability cannot be resisted or reduced. Once you have used this ability, you cannot do so again until you have finished a short or long rest.
Previous Versions
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