Base Class: Warlock
Your patron is a god that has descended into madness. You have bound yourself to an ancient betrayer god that has become nothing less than an agent of unrelenting chaos. They are not necessarily evil, but they are, without doubt, chaotic.
Magic in Madness
Starting at 1st level, you gain a pool of d6’s, known as Madness Dice, equal to your Charisma modifier. When you would cast a Warlock spell using a spell slot, you may instead expend one of your Madness Dice. If you roll the die and the number rolled is higher than the level of spell that would be cast, the spell activates as intended. If the number rolled is equal to or lower than the level of the spell that would be cast, the spell does not activate, and you must make a Wisdom saving throw against your own Spell Save DC. On a failure, you take 1d6 psychic damage for each level of the spell. This damage is not affected by resistance or immunity.
If you cast a spell using one of your Madness Dice, you may cast it at any level that you have had spell slots for, up to 5th level, provided the spell is capable of being cast at that level. You regain all expended Madness Dice upon taking a short or long rest. For example, if you wanted to cast Silent Image, but your Pact Magic feature would normally only allow you to cast it at 5th level, if you would cast it using a Madness Die, then you can still cast it as a 1st-Level spell.
Expanded Spell List
The Mad God lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you
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1st |
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2nd |
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3rd |
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4th |
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5th |
Eldritch Insanity
Starting at 6th level, when you hit an enemy with an attack from Eldritch Blast, as a bonus action, you can expend any number of your Madness Dice to add psychic damage equal to the number rolled to the damage of the attack. This bonus is only applied to one instance of damage from Eldritch Blast.
In addition, when you fall below 0 hit points, make a Wisdom saving throw against your own Spell Save DC. On a success, you fall unconscious as normal. On a failure, you do not fall unconscious. Instead, your body enters a state of frenzied madness, attacking anything it can see with reckless abandon. While in this state, your DM takes control of your body, as you are not yourself. You still make Death Saves while in this state, and dying, recovering Hit Points, or stabilizing will end this state.
Comfort in Lunacy
Starting at 10th level, your Madness Dice become d8’s. When rolling your Madness Dice, if you roll an 8, spell attacks are considered to be automatic hits and enemies have disadvantage on any saving throws to avoid the effects of your spells. If you roll a 1, then your spell automatically fails and you automatically fail the Wisdom Saving Throw for your Madness Dice.
Mind Melded Matter
Starting at 14th level, as an action, you can expend 3 uses of your Madness Dice to transform into an Aboleth. While in this form, you have all of its stats. You are also no longer yourself. You attack anything and everything you see, indiscriminately. While in this form, your DM takes control of your new form. When the creature’s HP hits 0, you revert to your original form and fall unconscious, then begin making Death Saving Throws like normal. When you drop to 0 hit points in this way, your Eldritch Insanity feature is not activated.
Previous Versions
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7/14/2021 3:45:37 PM
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