Cleric
Base Class: Cleric

My version of insanity 

your sanity is = to your wisdom

once your sanity reaches 9 you can’t use martial weapons. Or spells above level 5

when it gets to 7 you lose the ability to use simple weapons. And can only cast cantrips. 

5 you have disadvantage to perception and attacking 

3 you start haven’t vivid visions of evil entities and can only block doge or run. You gain the fear status affect to everyone.

 once you get to 0 you fall unconscious and fall asleep for 10 minutes and if you wake up you will be at 10 sanity once again 

Cannibal cook

You make a dish of a dead intelligent being with the result, depending on how many turns you decide to spend on cooking

1 turn spent: eye poppers  

this dish made of eyes on a stick, kind of like a kebab, regenerates 2D6 HP, but at the cost of  three points of sanity. Takes one action to eat. Needs at least 2 eyes per kebab. Max of double your proficiency, bonus of kebabs made per day.

 
2 turns spent: finger foods

you chop the fingers off a corpse and wrap them in lettuce, potatoes skins or other materials like that. Regenerates 3D4 HP cost  two points of sanity. Needs 10 figures to create. Takes 1 bonus action to eat.

Bag of feast

You can make a bag that can hold dead bodies and over time automatically cooks your food for you making one finger food or eye popper on a short rest or both on a long rest.

Loss of sanity

Your sanity starts at 10 but you can set everything in a 40 foot radius to 9 sanity proficiency bonus time per day. This includes team mates. And yes it works both ways

Man of Madness

You have grow used to the monster you have become 

you sanity in permanently at 7

you have an aura of madness anything within ten feet of you must do a skill check against your spell save DC or lose 1 Sanity 

The demented therapist

By using your acton to actively help your team spending two turns helping them regenerates one sanity

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