Sorcerer
Base Class: Sorcerer

Your innate magic comes from a deeply maddening event in your past. As you recovered from this event you began to see the power within madness and embracing it little by little yielded you great arcane powers over the mind.

Sorcerers of madness tend to find ways of twisting the sanity of others and manipulating them for personal gain or in service of chaos. Without minds to toy with or a greater goal to pursue sorcerers of madness can find themselves lost to the madness within them. This makes boredom a real and present danger and confinement a potential life sentence. Torturing a sorcerer of madness is a waste of time as their mind will slip from their grasp before their will breaks and any answers gained will be non-nonsensical.

Sanity Casting

Your spellcasting ability score is Sanity. For the purposes of spellcasting you consider a negative modifier a positive one.

If you are not using Sanity in your campaign it becomes Wisdom instead. All origin features mentioning a Sanity score instead effect Wisdom.

Lucid Insight

You gain proficiency in the Insight skill if you do not already have it.

Additionally, if you engage a creature in conversation for 1 minute and it is able to understand you, you can determine it's Sanity score.

When you reach 3rd level in this class you can continue the conversation for a further minute and expend 1 sorcery point to roll 1d4 and apply the result as a bonus or penalty to their Sanity score.

Subdue Madness

You gain advantage on Sanity Saving Throws.

When you are subjected to an effect that allows you to make a Sanity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Controlled Madness

Starting at 6th level, your internal madness allows you to serve as a conduit for psychic energy.

You have resistance to psychic damage, and when you cast a spell that deals psychic damage, you can add your Sanity modifier to one psychic damage roll of that spell against one of its targets.

Chaotic Form

Once you hit 14th level you can embrace the madness within to become chaos. You can expend 6 sorcery points and use your bonus action to take on a non-corporeal form gaining three times your sanity score temporary hit points.

In this form you gain the following benefits:

  • You are immune to all non-magical damage
  • Your flying speed becomes twice your sanity score and any other speed you have becomes 0
  • You can enter and occupy the space of another creature
  • Once per turn when you pass through a creatures space or end your turn in another creatures space, that creature must roll a Sanity saving throw (spell save DC). On a failed save the creature loses 1d3 sanity.
  • Whenever you cast a spell in this form roll on the chaotic form table below;
d8 Effect
1 You let out a silent mental scream that pounds through the heads of all creatures within 10 feet of you. Before the spell is cast, you and all creatures effected are stunned until the start of your next turn.
2 You are taken by chaos, thrown about your own mind like a rag in the wind. Lose 1d3 sanity until you leave your chaotic form or fumble the spell, losing the spell slot.
3 All creatures within 10 feet of your spells target take 1d4 psychic damage as a shockwave of psychic energy erupts from you.
4 This spell is paired with an ungodly screaming and visions of the target's deep fears. Any creature damaged by this spell must make a sanity save against your spell save dc or become frightened of you until the start of your next turn.
5 Realities pinch together for an iota of time causing you to shift through space. You must choose a creature effected by your spell to switch places with.
6 Time briefly slows around you and your target allowing their allies to witness your magic, If your spell would reduce the targets hit points, all their allies become frightened of you making a Sanity saving throw against your spell save DC at the start of their turns to end the effect
7 Your form pulsates and shifts to match the brain waves of your target. Any creature frightened by you must uses it's reaction to move their speed away from you.
8 Your form thins and spreads like an incoming tide as the magic expels from you, your AC is increased by 2 until the start of your next turn

 

This form lasts until you deplete your temporary hit points, dismiss it as a bonus action (losing any remaining temporary hit points in the process) or, become the target of a dispel magic (DC: 17).

Mindless Madness

Starting at 18th level, your Sanity score increases by 2 and your max sanity becomes 22.

Thanks to the control you have wrought over your internal madness, you become immune to psychic damage, any effect that would sense your emotions or read your thoughts, Divination Spells, and the Charmed condition. as if under the effects of a Mind Blank.

Previous Versions

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