Base Class: Warlock
Shaped by forces of Chaos and Madness, your power is an insult to most other spellcasters. Perhaps you were twisted by a knot in the weave of magic, strayed too close to a source of wild magic, subjected to strange experimentation, or even summoned into existence by Halaster Blackcloak himself. Some twist of fate has allowed you to survive strange and terrible circumstances, and you are about to make it everyone's problem.
Expanded Spell List
The madness and chaos of your magic lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Mad Mage Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
bane, magic missile, chaos bolt |
|
2nd |
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3rd |
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4th |
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5th |
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7th |
Shelter in the Weave
Starting at 1st level, the twisted magics that granted you power will protect you from similar magic. As a reaction when you make a saving throw against a spell or other magical effect, you gain advantage on all saving throws against spells and other magical effects, including the triggering effect, until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a short or long rest.
Bonus Cantrip
At 1st level, you learn the vicious mockery cantrip. It counts as a warlock cantrip for you, and it doesn’t count against your number of cantrips known. Additionally, for you it has a casting time of 1 Bonus Action.
Wild Magic Surge
Starting at 6th level, you begin to pull at the twisted strands of magic that formed you. As a bonus action you can expend a warlock spell slot to trigger a wild-magic surge, using the table from the wild-magic sorcerer subclass, or a similar effect table provided by your DM.
When you do so, you glimpse the power you are pulling at before you release it and can respond in one of two ways.
- You can attempt to cast the effect onto another target. To do so, you must succeed on a DC15 Charisma Saving Throw. On a success you can choose any creature, object, or space that you can see within 60ft to be the origin or target of the effect, as though they had triggered the surge, or were the target of the triggering spell..
- You can choose another thread to pull. Roll on the table again, ignoring a repeated result. You must use the new effect.
Using this feature is counted as casting a spell using a warlock spell slot.
Maddening Presence
Beginning at 10th level, your twisted magic allows you to turn the mind-affecting magic of your enemies against them. You are immune to being charmed and frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened by you for 1 minute or until the creature takes any damage.
Chaotic Ward
At 14th level, your connection to the unpredictable forces of madness and wild magic has grown immensely potent. You can harness this chaotic energy to protect yourself and confound your foes.
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Chaotic Ward: As a reaction when you take damage, you can use your chaotic power to protect yourself. Roll a d6. The result determines the type of ward you create:
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Ward of Confusion: Confusing energy surrounds you, making it difficult for your enemies to target you. Until the end of your next turn, all attacks against you have disadvantage.
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Ward of Unpredictability: Wild magic surges around you, making your position unpredictable. You can teleport up to 30 feet to an unoccupied space that you can see. If this result is repeated, you can trigger the effect again between the end of your next turn and the start of the turn after that.
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Ward of Insanity: You project waves of madness, causing the creature that damaged you to make a Wisdom saving throw against your spell save DC or be stunned until the end of their next turn. Any other creature that attempts to damage you before the start of your next turn must first succeed on the same saving throw.
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Ward of Disorientation: Your enemies find it hard to focus their spells. Until the start of your next turn, when a creature targets you with a spell, or would knowingly have you in the area affected by a spell, they must make a Concentration check against your spell save DC or waste the spell slot with no effect. This also applies to a creature moving the area of a spell to affect you, and any ongoing harmful spell effects you are under, but not to a spell area that you move into.
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Ward of Shifting Reality: You distort the fabric of reality, making it harder to harm you. You gain resistance to all damage until the start of your next turn.
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Ward of the Weave: You regain 5 HP, and roll twice more on this table. If you get the same result multiple times, the effect persists for an additional round. This result can be repeated.
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You can use this feature once, and you regain the ability to do so after a long rest.
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