Base Class: Sorcerer
Many people expect being born from the magic of insanity to be associated with underdark creatures such as the derro or the kuo-toa, however, there are those who's madness driven minds manifest their sorcery to reality. the Insanist is a sorcerer who commands madness like a freshly sharpened pencil, they know its nature all to well because they themselves are insane.
Insane
Starting at 1st level, your magical bloodline causes you to become insane. roll on the Indefinite Madness Table, this flaw cannot be cured. at your DMs discretion, you may choose the flaw from the table instead of rolling Your insanity makes it incredibly difficult to control your mind. you have advantage on Wisdom saving throws
Mad Mage
Starting at 1st level, as a bonus action, when you hit a creature with a spell attack, you can choose to have that creature roll a wisdom saving throw. on a failed save you may choose to have that creature roll on the short term madness table. that creature falls under the effects of short term madness until the end of its turn.
When you reach 14th level, when you use this feature, you may expend 2 sorc points to make the target creature roll on the long term madness table instead. this madness lasts until the end of its turn
Mad Mage
Starting at 1st level, as a bonus action, when you hit a creature with a spell attack, you can choose to have that creature roll a Wisdom saving throw. On a failed save you may choose to have that creature roll on the Short Term Madness Table. That creature falls under the effects of short term madness until the end of its turn.
When you reach 14th level, when you use this feature, you may expend 2 sorcery points to make the target creature roll on the Long Term Madness Table instead. This madness lasts until the end of its turn.
Madness Fuel
Starting at 6th level, as an action, you may regain 4 sorcery points. When you do so, roll on the Long Term Madness Table. The Long Term Madness lasts until you finish a long rest.
Deranged Spell
Starting at 14th level, when you use your Mad Mage feature, you may expend 2 sorcery points to give the target creature disadvantage on their Wisdom saving throw.
Never Ending Hysteria
Starting at 18th level, as an action, you may expend 8 sorcery points to target a creature you can see within 60ft of you. That creature must roll a Wisdom saving throw. On a failed save, that creature rolls on the Indefinite Madness Table.
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