Base Class: Sorcerer
Your source of sorcerous power is from a blessing gifted to you by Delirium of The Endless: Ruler of the realms of Madness and Sanity.
As you level up, the power that you can draw from these realms increases, strengthening your control over the Sanity of those around you.
The minds of the inhabitants of the realm Reality are often fragile and amenable to manipulation, as such you are able to reach out and mend them, restoring sanity and peace to ones that you choose, or crush them in your minds strength.
The nature of the gift of knowledge and power is almost beyond your mortal mind, stretching it to its limits and inflicting you with a permanent and changing madness.
Once known as Delight, Delirium is a fluctuating and ever changing Endless. Much like her siblings, she mostly leaves the mortals in Reality to their own devices but likes to observe them; occasionally interfering slightly to satisfy her own curiosity or to entertain herself.
Strength in Madness
Starting 1st level, your gift from Delirium has stretched your mind with information and power, driving you a bit mad, but at the same time, has strengthened your mind to the whims of other mortals.
This grants you proficiency in WIS saving throws and immunity to effects that inflict madness and being frightened, but after every long rest you must roll a d100 and suffer the effects of the corresponding flaw on the Indefinite Madness table until your next long rest.
Additionally, whenever you inflict Madness on a target, you gain temporary HP equal to your proficiency bonus; whenever the Madness effect subsides you lose your proficiency bonus from your temporary HP. If you lose more temporary HP than you have, then the HP you would have lost is added to your HP.
(i.e. If you have 2 THP and your proficiency bonus is +4, then you would lose your THP and gain 2 HP.)
Malleable Minds
Starting 1st level, you are able to bend the minds of those around you.
You can spend an action to attempt to inflict a creature you can see within 80ft of you with Madness; the creature must make a WIS save against your spell save DC.
On a failed save, roll a d100 and inflict the corresponding effect on the Short Term Madness table for a number of minutes equal to 2 x your proficiency bonus. Unless you were in combat, in which case the duration is until the end of your next turn.
On a successful save, the target receives your CHA modifier as psychic damage.
You regain your use after a short rest.
You gain additional uses of Bend Mind at 10th and 17th levels
Additionally, you can mend the minds of those around you, meaning you can touch a target and choose one of the following effects:
- You can end the effects of short term madness on one creature you touch,
- Suppress the effects of long term or indefinite madness for a number of minutes equal to 2 x your proficiency bonus.
- End an effect that is causing a target to be Charmed, Frightened or Stunned.
- Reduce the target's exhaustion level by 1.
The range of this ability becomes 10ft at 10th level.
You gain additional uses of Mend Mind at 6th, 14th and 18th level.
From 2nd level, you can spend 1 sorcery point to use either of these features when you have expended your uses.
Chaos and Calm
Starting 14th level, your powers of Delirium mean that chaos and insanity tend to follow you wherever you go, and those that tangle with you may end up permanently damaged.
When you use your Mend Mind ability, you can choose to spend 3 sorcery points to have the target receive HP equal to 1d6 + your Sorcerer level.
Additionally, you can spend 2 sorcery points as a bonus action to clear your temporary health and choose one of the following:
- Heal a target within 20ft that you can see for HP equal to the amount cleared.
- Damage all enemies that you can see that are inflicted with Madness for an amount equal to the amount cleared.
Finally, whenever you inflict madness on a target and this Madness subsides, they must make a DC 13 WIS save or they are inflicted with an Indefinite Madness Flaw.
Phantom Spike
Starting 6th level, your connection with the realm of Madness is strong enough that you can siphon some of its chaotic energy and concentrate it into a hovering spike that moves at your whim.
You can spend 2 Sorcery points as an action to form this spike and make a ranged spell attack with it. You force the spike into the target's mind, dealing psychic damage equal to 1d10 + your spellcasting modifier.
The spike resides in the target's head until you dispel it as a bonus action or send it elsewhere; while it resides within a target's head, that target suffers from a random Short Term Madness effect. If the target was already suffering from a Short Term Madness effect then the duration is extended to the end of your third turn after you remove the spike from the target's mind.
If the attack misses then the spike still exists and can be attacked with again, but from where it stopped; if the spike spends 3 turns outside of someone's mind then it dissipates.
You can spend an action to make another ranged spell attack from the mind of the first target, dealing another 1d10 psychic damage to them, and then the attack is made against the second target.
From the second target, they must make a WIS save after they take the damage from the spike; on a failed save, the spike resides in the target's head as before. On a successful save, you lose control of the Madness energy and the spike dissipates. You must summon another to use it again.
You can dispel the spike to the Madness realm as a bonus action; if you do this then you can summon it again without spending a sorcery point
If the target is not hostile to you, you can choose to omit the damage and instead make the target roll a WIS save against your spell save DC. On a failed save, the target receives a Long Term Madness effect, and a Short Term one on a successful one. The spike is then lost as the Madness energy stays in the targets mind for the duration. You must summon a new one to use it.
From 10th level, when you use your action to attack with your Phantom Spike, you can spend 1 Sorcery Point to make another attack with your bonus action.
Storm of Insanity
Starting 18th level, your powers over the realm of Madness allow you to channel it through your Heirloom into a huge swirling storm of chaos in the area 30ft around you.
You can spend 5 sorcery points as an action to hold this energy from the Madness realm in Reality for 1 minute or as long as your concentration lasts (as if you were casting a concentration spell).
Any hostiles that start their turn in this storm must roll a WIS save or receive a Short Term Madness effect for as long as they are within the storm.
Alternatively, you can spend 6 sorcery points as an action to Mend the Minds of creatures you choose within 30ft and use the healing effect on everyone Mended this way.
Finally, you gain another use of the Mend Mind ability per short rest.
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