Base Class: Sorcerer
You can use the magic from the Plane of Chaos to inject changes into your Illusions. Causing harm, healing, and other effects.
Mad as a Hatter
1st-level Mad Hatter feature
You learn additional spells when you reach certain levels in this class, as shown on the Mad Hatter Spell table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a abjuration spell from the sorcerer, warlock, or wizard spell list.
Mad Hatter Spells
1st - Silent Image, Snare
3rd - Major Image, Glyph of Warding
5th - Seeming, Antilife Shell
7th - Project Image, Symbol
9th - Illusory Dragon, Imprisonment
Chaotic Illusion
1st-level Mad Hatter feature
Your desire to create chaos allows you to alter the reality of your illusions. You learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast minor illusion, you can create a sound, an image, and movement with a single cast of the spell.
Illusion Inoculate
1st-level Mad Hatter feature
A number of times a day Double your proficiency bonus you can cause inoculate your illusions with chaotic features.
Venomous Inoculate
1st-level Mad Hatter feature
If a creature comes in contact with an illusion you can use your illusion inoculate to cause them to make a Wisdom save. If they fail, all checks and saves are reduced by a d4 for the next minute.
At 1st level Venomous Inoculate can now effect 1 creature if they come into contact with your illusion.
At 3st level Venomous Inoculate can now effect 3 creature if they come into contact with your illusion up to a range of 30ft.
At 10th level Venomous Inoculate can now effect 5 creatures if one creature activates it up to a range of 60 feet.
You can now spend 3 sorcery points to raise your Save DC by 1 up to a max of 3.
At 14th level Venomous inoculate can now effect 7 creatures if one creatures activates it up to a range of 120 feet.
You can now spend 3 sorcery points to raise your Save DC by 1 up to a max of 5.
At 18th level Venomous Inoculate can now cause 1 creature to automatically fail the save in lieu of making other creatures roll.
Soothing Inoculate
6th-level Mad Hatter feature
If a creature comes into contact with your illusion you can use your illusion inoculate to providing healing.
*At 6th level Soothing Inoculate can heal for 1d6 if a leveled illusion or 1d4 for a cantrip.
*At 10th level Soothing Inoculate can heal for 1d8 if a level illusion or 1d6 for a cantrip.
You can now add your spell casting modifier to the healing.
*At 14th level Soothing Inoculate can heal for 1d10 if a level illusion or 1d8 for a cantrip.
*At 18th level Soothing Inoculate can heal for 1d12.
Volatile Inoculate
6th-level Mad Hatter feature
You can now use your Illusion Inoculate to cause any illusion to explode. Dealing force damage from a level spell or half for a cantrip.
You can upcast your Volatile Inoculate to do an additional 1d8 of damage per spell slot sacrificed above the original Illusion cast. Example. Silent Image (1st level spell) Volatile Inoculate upcast from 1st level damage to 3rd level damage. Adding 2d8 to the overall damage.
*At 6th level Volatile Inoculate base damage is 6d8.
*At 10th level Volatile Inoculate base damage increases from 6d8 to 10d8.
You can now add your spellcasting modifier.
*At 14th level Volatile Inoculate base damage increases from 10d8 to 12d8.
*At 18th level Volatile inoculate base damage increases from 12d8 to 14d8.
Selfish Illusion
6th-level Mad Hatter feature
You can now use sorcery points to inoculate your illusions. Adding any illusion will require you to spend 1 sorcery point. You can stack them if you double your sorcery points. Example: You use 1 sorcery point to add Venomous to an illusion. You can then spend 2 sorcery points to add Volatile.
You also gain expertise in persuasion and deception.
Illusory Twist
14th-level Mad Hatter Feature.
If you spend 10 sorcery points to cause an Illusion no larger than 30 x 30 x 30 to become real. You can have no more than 3 real items at any point in time on any plane. Once you create a 4th item the oldest item disappears.
If you create a weapon it is considered magical but does force damage instead of slashing, piercing, or bludgeoning. It cannot be destroyed by non magical means.
Your Illusions can now survive to up to 2 inoculations before disappearing.
Panoply Inoculate
14th-level Mad Hatter feature
You can now cover yourself in an armored Illusion. Raising your AC by 2 and causing any creature to have disadvantage when trying to attack you with any physical weapon.
You can increase the AC of the Panoply by sacrificing a spell slot of 3rd-level or higher. Causing it to go up 1 per level.
Once the armor is hit it will disappear.
Illusion Perfected
18th-level Mad Hatter feature
Any illusion spell that you have from 3rd level or below can now be cast at will.
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