Base Class: Wizard
Not sure yet how to handle material components for the spells you roll on the tables. If you have an idea feel free to comment.
Your mind has been shattered by maybe a curse, a failed experiment or by a rival mage or monster you encountered. The knowledge you had is still there, in fact there is more, but you have trouble accessing and controling it.
Broken Thoughts
Taking this subclass gives you access to all spells of the wizard list. You prepare and choose spells like other wizzards but each time you cast a spell that isnt a ritual of 1st level or higher you roll a d20 (seperate from any attack or damage rolls):
- 1: Your spell fails completely. Your spellslot is consumed and you cannot cast this spell again until you finish a long rest.
- 2-10: Your spell works just fine but it slips your mind. You cannot cast this spell gain until you finish a long rest. Roll on your spelltable to replace the spell with another of the same level. If you get the same spell roll again.
- 11-19: Your spell works just fine and in a moment of clarity you hold on to it. Your spell can be cast again. Choose to roll if you want to replace the spell.
- 20: Your spell works just fine and you feel like your mind comes together, almost like it was before. Your spell can be cast again and doesnt consume a spellslot. Choose a spell from your list to replace the cast spell if you want to.
Concentration spells keep on going even if you replace them (unless you roll a 1 and the spell fails). If you roll the same spell you cast you keep it.
1st level table (d100)
- 1-3 Absorb Elements
- 4-6 Burning Hands
- 7-9 Catapult
- 10-12 Cause Fear
- 13-15 Charm Person
- 16-18 Chromatic Orb
- 19-21 Color Spray
- 22-24 Disguise Self
- 25-27 Distort Value
- 28-30 Earth Tremor
- 31-33 Expeditious Retreat
- 34-36 False Life
- 37-39 Feather Fall
- 40-42 Fog Cloud
- 43-45 Frost Fingers
- 46-48 Grease
- 49-51 Hideous Laugher
- 52-54 Ice Knife
- 55-57 Jim´s Magic Missle
- 58-60 Jump
- 61-63 Longstrider
- 64-66 Mage Armor
- 67-69 Magic Missle
- 70-72 Protection from Evil and Good
- 73-75 Ray of Sickness
- 76-78 Shield
- 79-81 Silent Image
- 82-84 Sleep
- 85-87 Snare
- 88-90 Tasha´s Hideous Laugher
- 91-93 Tasha´s Caustic Brew
- 94-96 Thunderwave
- 97-99 Witch Bolt
- 100 Roll Again
2nd level table (d100)
- 1-2 Acid Arrow
- 3-4 Agnazzar´s Scorcher
- 5-6 Alter Self
- 7-8 Arcane Lock
- 9-10 Aranist´s Magic Aura
- 11-12 Blindness/Deafness
- 13-14 Blur
- 15-16 Cloud of Dagger
- 17-18 Continual Flame
- 19-20 Crown of Madness
- 21-22 Darkness
- 23-24 Darkvision
- 25-26 Detect Thoughts
- 27-28 Dragon´s Breath
- 29-30 Dust Devil
- 31-32 Earthbind
- 33-34 Enlarge/Reduce
- 35-36 Flaming Sphere
- 37-38 Gentle Repose
- 39-40 Gift of Gab
- 41-42 Gust of Wind
- 43-44 Hold Person
- 45-46 Icingdeath´s Frost
- 47-48 Invisibilty
- 49-50 Jim´s Glowing Coin
- 51-52 Knock
- 53-54 Levitate
- 55-56 Locate Object
- 57-58 Magic Weapon
- 59-60 Maximlian´s Earthen Grasp
- 61-62 Melf´s Acid Arrow
- 63-64 Mind Spike
- 65-66 Mirror Image
- 67-68 Misty Step
- 69-70 Nathair´s Mischief
- 71-72 Nystul´s Magic Aura
- 73-74 Phantasmal Force
- 75-76 Pyrotechnics
- 77-78 Ray of Enfeeblement
- 79-80 Rope Trick
- 81-82 Scorching Ray
- 83-84 See invisibility
- 85-86 Shadow Blade
- 87-88 Shatter
- 89-90 Snilloc´s Snowball Swarm
- 91-92 Spiderclimb
- 93-94 Suggestion
- 95-96 Tasha´s Mind Whip
- 97-98 Warding Wind
- 99-100 Web
3rd level table (d100)
- 1-6 Roll again
- 7-8 Animate Dead
- 9-10 Bestow Curse
- 11-12 Blink
- 13-14 Catnap
- 15-16 Clairvoyance
- 17-18Counterpell
- 19-20 Dispel Magic
- 21-22 Enemies Abound
- 23-24 Erupting Earth
- 25-26 Fast Friends
- 27-28 Fear
- 29-30 Fireball
- 31-32 Flame Arrows
- 33-34 Flame Stride
- 35-36 Fly
- 37-38 Galder´s Tower
- 39-40 Gaseous Form
- 41-42 Glyph of Warding
- 43-44 Haste
- 45-46 Hypnotic Pattern
- 47-48 Incite Greed
- 49-50 Intellect Fortress
- 51-52 Life Transference
- 53-54 Lightning Bolt
- 55-56 Magic Circle
- 57-58 Major Image
- 59-60 Melf´s Minute Meteors
- 61-62 Nondetection
- 63-64 Protection from Energy
- 65-66 Remove Curse
- 67-68 Sending
- 69-70 Sleet Storm
- 71-72 Slow
- 73-74 Spirit Shroud
- 75-76 Stinking Cloud
- 77-78 Summon Fey
- 79-80 Summon Lesser Demon
- 81-82 Summon Shadow Spawn
- 83-84 Summon Undead
- 85-86 Thunderstep
- 87-88 Tidal Wave
- 88-90 Tiny Servant
- 91-92 Tongues
- 93-94 Vampire Touch
- 95-96 Wall of Sand
- 93-94 Wall of Water
- 95-99 Keep your spell
- 100 Choose a spell
4th level table (Roll 2 d20 and add them up)
- 2 Arcan Eye
- 3 Banishment
- 4 Black Tentacles
- 5 Blight
- 6 Charm Monster
- 7 Confusion
- 8 Conjure Minor Elementals
- 9 Control Water
- 10 Dimension Door
- 11 Elemental Bane
- 12 Evard´s Black Tentacles
- 13 Fabricate
- 14 Faithful Hound
- 15 Fire Shield
- 16 Galder´s Speedy Courier
- 17 Greater Invisibility
- 18 Hallucinatory Terrain
- 19 Ice Storm
- 20 Leomund´s Secret Chest
- 21 Locate Creature
- 22 Mordekainen´s Faithful Hound
- 23 Mordekainen´s Private Sanctum
- 24 Otiluke´s Resilient Sphere
- 25 Phantasmal Killer
- 26 Polymorph
- 27 Private Sanctum
- 28 Raulothim´s Psychic Lance
- 29 Resilient Sphere
- 30 Sickening Radiance
- 31 Stone Shape
- 32 Stone Skin
- 33 Storm Sphere
- 34 Summon Aberation
- 35 Summon Construct
- 36 Summon Elemental
- 37 Summon Greater Demon
- 38 Vitriolic Sphere
- 39 Wall of Fire
- 40 Watery Sphere
5th level table (roll 2 d20 and add them up)
- 2-3 Roll again
- 4 Animate Objects
- 5 Arcane Hand
- 6 Bigby´s Hand
- 7 Cloudkill
- 8 Cone of Cold
- 9 Conjure Elemental
- 10 Control Winds
- 11 Creation
- 12 Danse Macabre
- 13 Dawn
- 14 Dominate Person
- 15 Dream
- 16 Enervation
- 17 Far Step
- 18 Geas
- 19 Hold Monster
- 20 Immolation
- 21 Infernal Calling
- 22 Legend Lore
- 23 Mislead
- 24 Modify Memory
- 25 Negative Energy Flood
- 26 Passwall
- 27 Planar Binding
- 28 Scrying
- 29 Seeming
- 30 Skill Empowerment
- 31 Steel Wind Strike
- 32 Summon Draconic Spirit
- 33 Synaptic Static
- 34 Telekenisis
- 35 Teleportation Circle
- 36 Transmute Rock
- 37 Wall of Force
- 38 Wall of Light
- 39 Wall of Stone
- 40 Keep your spell
6th level table (roll 2 d20 and add them up)
- 2-6 Roll again
- 7 Arcan Gate
- 8 Chain Lightning
- 9 Circle of Death
- 10 Contingency
- 11 Create Homunculus
- 12 Create Undead
- 13 Disintegrate
- 14 Eyebite
- 15 Fizban´s Platinum Shield
- 16 Flesh to Stone
- 17 Freezing Sphere
- 18 Globe of Invulnerability
- 19 Guards and Wards
- 20 Investiture of Flame
- 21 Investiture of Ice
- 22 Investiture of Stone
- 23 Investiture of Wind
- 24 Magic Jar
- 25 Mass Suggestion
- 26 Mental Prison
- 27 Move Earth
- 28 Otiluke`s Freezing Sphere
- 29 Otto´s Irresistable Dance
- 30 Programmed Illusion
- 31 Scatter
- 32 Sould Cage
- 33 Summon Fiend
- 34 Sunbeam
- 35 Tasha´s Otherworldly Guise
- 36 Tenser´s Transformation
- 37 True Seeing
- 38 Wall of Ice
- 39-40 Keep your spell
7th level tabel (roll a d20)
- 1 Crown of Stars
- 2 Delayed Blast Fireball
- 3 Draconic Transformations
- 4 Dream of the Blue Veil
- 5 Etherealness
- 6 Finger of Death
- 7 Forcecage
- 8 Mordekainen´s Magnificent Mansion
- 9 Mirage Arcane
- 10 Mordekainen´s Sword
- 11 Plane Shift
- 12 Power Word Pain
- 13 Prismatic Spray
- 14 Project Image
- 15 Reverse Gravity
- 16 Sequester
- 17 Simulacrum
- 18 Symbol
- 19 Teleport
- 20 Whirlwind
8th level table (roll a d20)
- 1-2 Roll again
- 3 Abi-Dalzim´s Horrid Wilting
- 4 Antimagig Field
- 5 Antipathy/Sympathy
- 6 Clone
- 7 Control Weather
- 8 Demiplane
- 9 Dominate Monster
- 10 Feeblemind
- 11 Illusory Dragon
- 12 Incendiary Cloud
- 13 Maddening Darkness
- 14 Maze
- 15 Mighty Fortress
- 16 Mind Blank
- 17 Power Word Stun
- 18 Sunburst
- 19 Telepathy
- 20 Keep your spell
9th level table (roll a d20)
- 1-2 roll again
- 3 Astral Projection
- 4 Blade of Disaster
- 5 Foresight
- 6 Gate
- 7 Imprisonment
- 8 Invulnerability
- 9 Mass Polymorph
- 10 Meteor Swarm
- 11 Power Word Kill
- 12 Prismatic Wall
- 13 Psychic Scream
- 14 Shapechange
- 15 Time Stop
- 16 True Polymorph
- 17 Weird
- 18 Wish
- 19-20 keep your spell
Mental Fortitude
Your unstable state of mind gives you advantage on all saving throws against effects that read thoughts, charm, dominate or try to influence your mind. Also you are resistent to psychic damage.
Mental Shards
In great stress different parts of your mind act like caged animals trying to break free. If you hit 0 hitpoints you cause a psychic explosion in a 20 foot radius arounf you. Every creature in the area must make an intelligence save against your spell DC. On a failed save they take 6d6 psychic damage and are frightened. On a success they take half dmg.
You enter a stasis until the end of your next turn and cant be affected by attacks, spells, or healing and cant be moved. If you had a flying speed you stay in the air, if you are under water you hold your position. You also dont have to take death saving throws while in stasis. You gain a level of exhaustion as soon as you regain conciousness.
Mental Projection
You made progress controling your self. Once a day you can use an action to manifest a fragment of your mind into the material world creating a copy of yourself for 1 hour. Your copy has all your stats and equipment but only has 1 hitpoint. Any equipment or item taken from the copy will vanish. It can interact with the world and can be used to cast spells instead of you. Spells cast through your mental projection forego the effects of shattered mind. You can give commands to your copy as a bonus action on your turn. Alternatively you can speak, see and hear through your projection but lose your own senses as long as you do so.
Creatures that see your projection can attempt to make a DC 16 (+ your charisma mod) insight check to see through the "illusion".
Weaponized Mind
You learned how to use your mind as a weapon. As an action you can project on of the splinters of your mind into another creature within 60 feet you can see. The creature must make a DC 13 (+ your intelligence mod) intelligence saving throw. On a fail the creature is under the effect of the dominate person or dominate monster spell respectively. On a success the creature takes 3d6 psychic damage. This feature cannot be used again until you finish a long rest.
Previous Versions
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