Nyarlathotep's Influence Image

With each indefinite madness, Nyarlathotep's influence gains a greater hold on your mind. With each indefinite Madness you gain, roll a DC:15 Wisdom saving throw. Upon a fail, Nyarlathotep gains a point of influence on you. When Nyarlathotep's influence points reaches your Wisdom score, your mind is lost to Nyarlathotep and he takes over your mind.

Additionally, due to Nyarlathotep's influence, the creature falling under its influence gains extra powers. Whenever you deal damage, you deal additional psychic damage equal to the current points of influence multiplied by your Warlock level.

Additionally, the points of influence have the following effects.

Points of Influence Effect
1 You occasionally glance over your shoulder, convinced something is watching you.
2 Your sleep becomes restless. Whenever you finish a Long Rest, roll a d20. On a 1, you gain no benefit from completing that Long Rest.
3 Whispers drift just beyond hearing. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
4 Your attention falters. The first Initiative roll you make each day is made with disadvantage.
5 Your dreams reveal impossible geometries. You cannot benefit from Inspiration.
6 The darkness seems deeper around you. You have disadvantage on saving throws against being frightened.
7 You become increasingly secretive. You have disadvantage on Charisma (Persuasion) checks made against creatures that know you well.
8 Your reflection occasionally moves half a second too late. Whenever you begin a Long Rest, make a DC 15 Wisdom saving throw. On a failure, you gain one level of Exhaustion upon waking.
9 Truth becomes difficult to distinguish. You have disadvantage on Insight checks.
10 The Crawling Chaos begins speaking directly to you. Whenever you roll a natural 1 on an ability check, you are Frightened until the end of your next turn.
11 Faces in crowds resemble one another. You have disadvantage on checks made to recognise creatures you have met before.
12 Your presence unsettles others. You have disadvantage on all Charisma checks except Intimidation.
13 Memories become unreliable. After each Long Rest, the DM may tell you one false detail about a recent event, which your character believes to be true.
14 Reality occasionally skips. Once per Long Rest, the DM may force you to reroll a successful saving throw.
15 You hear Nyarlathotep's laughter in moments of silence. Whenever combat begins, make a DC 15 Wisdom saving throw or become Frightened of the nearest creature until the end of your first turn.
16 Your mind becomes a doorway. Whenever you fail a Wisdom saving throw, you take 2d6 psychic damage.
17 You no longer fully trust your companions. You cannot willingly receive the Help action or other benificial effects.
18 Your perception splinters. At the beginning of each combat, roll a d6. 1-2: You are Blinded until the end of your first turn. 3-4: You are Deafened until the end of your first turn. 5-6: No effect.
19 Nyarlathotep can briefly seize your actions. Once per Long Rest, when you begin your turn, the DM may choose your action for that turn.
20 The Mask Falls. At the beginning of every Long Rest, make a DC 20 Wisdom saving throw. On a failure, your character permanently becomes an NPC under DM control. On a success, the influence remains at 19 until the next Long Rest.
Nyarlathotep's Influence Image

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