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 Psionic 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 | Spell |
---|---|
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
When you can see a creature talking, even if they are speaking a language you do not understand, you can use your reaction to make a Wisdom (Insight) check to try and determine what they are communicating. If you succeed you see a brief flash of a mental image chosen by your DM.
The images you see are metaphors for what the creature is trying to convey. 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 intent you may see crossed swords, a battlefield, or a fountain of blood.
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 target you with an attack or spell. |
5 | Delirium. Disturbing hallucinations affect 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 suffers disadvantage on all attack rolls, ability checks, and saving throws for 1 minute, while you gain advantage on the same. If your target can speak it will babble sporadically for the duration. It might reveal secrets or confess to crimes, or reveal plans it has for the future.
If the creature’s Charisma is 4 or lower or is immune to psychic damage, this effect fails.
If the saving throw is successful, 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 Nov 20 2024 @ 14:23
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