Wizard
Base Class: Wizard

Not to tell you how to play but this is a class that is not crazy by definition, they just see the world in a way that it would literally hurt others to see. - Arutha

A dedicated academic should be wary of the books they read and the words they learn, or the words can find purchase, and your mind becomes crowded. They are the voices of the past, and the future, from the books, and the wind. Madness Mages are named by others, from their apparent madness and discussions with the dark.

Consider how your wizard aquired their disquiet minds. The Whispers Origin table offers some examples.

Whispers Origin

D6 ORIGIN
1 The bones of the restless dead fled their bodies for your mind when you explored a crypt.
2 The words of an ancient and hidden tome animated under your gaze and wormed their way to you.
3 The profound horror of an eldritch sanctum echoed with its twisted past in the back of your mind.
4 The dark stories of a strange traveller stayed with you, long after the storyteller left.
5 The true darkness of the underdark invited whispers that had gone astray.
6 Sleeping under those crows was a mistake.

Disturbing Thoughts

While you are concentrating on a spell, your thoughts seep out as horrid muttering sounds into a field around you that you can direct at your enemies. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d6 psychic damage to that creature unless it succeeds on a Intelligence saving throw against your spell save DC. The psychic damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Manic Awareness

Starting at 2nd level, the constant hyper-awareness of your psychic companions allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Delirious Deflection

Beginning at 6th level, the magic you channel helps to shield you and your allies' minds. While you maintain concentration on a spell, you and friendly creatures within 10 feet of you can’t be charmed.

Poisoned Mind

If a creature attempts to read your mind or your spellbook, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Insane Harmony

At 14th level, the otherworldly voices that echo your power develop the ability to sustain your magic by themselves. If you start your turn concentrating on a spell, you can cast another spell requiring concentration and the echoes will maintain the previous spell's effects until the start of your next turn. The spell maintains your spell save DC. If you lose concentration on your spell in this time, the echo-spell's effects also end.

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