A Sorcerer subclass
You have been exposed to cosmic knowledge that strains the fragility of mortal minds, an eldritch intrusion not without benefit. It is madness suffused with magic, a perpetual state of paranoia, delirium, and doubt that can infect others or shield you from psychic intrusions. Will you use these powers to survive an equally mad world? Or will you sow discord and insanity wherever you go?
You learn additional spells when you reach certain levels in this class, as shown on the Troubled Mind Spells 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 an enchantment spell from the sorcerer, warlock, or wizard spell list.
Sorcerer level | Troubled Mind Spells |
---|---|
1st | Cause Fear, Tasha’s Hideous Laughter, Thaumaturgy |
3rd | Calm Emotions, Enthrall |
5th | Bestow Curse, Speak with Dead |
7th | Compulsion, Phantasmal Killer |
9th | Dream, Mislead |
1st Level Troubled Mind feature
You are no stranger to mental turmoil. As a reaction when you fail a saving throw which would place you under the frightened, charmed, stunned, or paralyzed conditions you can choose to succeed instead.
Once you use this feature you cannot use it again until you finish a long rest, unless you expend two sorcery points to use it again.
1st Level Troubled Mind feature
Sometimes the mental fog lifts and you see things as they truly are. You can use your action to inspect a creature you can see, granting you a brief flash of an image or symbol chosen by your DM. The image you see is a metaphor for the creature’s surface thoughts and true intentions. For example, if a creature has friendly intentions you may see an image of a handshake or a white dove. If a creature has hostile intentions you may see crossed swords, a battlefield, or a fountain of blood.
If you use this feature more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each use that you get a misleading or random image.
6th Level Troubled Mind feature
Once during your turn when you damage one or more creatures with a spell (including cantrips) you can cause one of those creatures to take psychic damage equal to half your sorcerer level. That creature must also make a Charisma saving throw against your spell save DC. On a failed save, it suffers a random effect from the Touch of Madness table until the end of their next turn. If the creature’s Charisma is 4 or lower or is immune to psychic damage, this effect fails.
1d6 | Touch of Madness |
---|---|
1 | Paranoid. The target must use their available actions and movement on their turn to damage the creature nearest to them. |
2 | Despair. The target begins sobbing uncontrollably, becoming incapacitated. |
3 | Stupor. The target feels dazed and lethargic, becoming restrained. |
4 | Amnesia. The target temporarily loses all memory of your existence and is unable to willingly target you with an attack or spell. |
5 | Delirium. Disturbing hallucinations distract the target, giving them Disadvantage on all attack rolls, ability checks, and saving throws. |
6 | Overwhelmed. The target is afflicted with wild racing thoughts, becoming stunned. |
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest, unless you expend two sorcery point to use it again.
14th Level Troubled Mind feature
You learn a new way to use your Touch of Madness feature. Whenever you are damaged by a creature within 5 feet of you, you can use your reaction to affect it with your Touch of Madness.
You can use Touch of Madness as a reaction in this way once without expending a use of that feature. Once you use this feature in this way you can’t do so again until you finish a long rest.
18th Level Troubled Mind feature
As an action you can touch a creature and attempt to transfer a fraction of your madness to it. That creature must make a Charisma saving throw against your spell save DC. On a failed save it is charmed by you for 1 minute. While charmed by you it suffers disadvantage on all attack rolls, ability checks, and saving throws, while you gain advantage on the same. If the creature’s Charisma is 4 or lower or is immune to psychic damage, this effect fails.
If a creature charmed by this feature can speak it will babble sporadically for the duration, having lost its inhibitions and ability to recognize friend from foe. It might reveal secrets or confess to crimes, or reveal plans it has for the future.
If the saving throw is successful, the target is aware you tried to charm it. Subsequent attempts on the same target have a 50% chance of triggering a psychic backlash, causing you to become incapacitated for 1 minute and take psychic damage equal to your sorcerer level.
Once you successfully use this feature you cannot use it again until you finish a long rest.
Last updated Mar 30 2025
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