The Madgod Patron (5e Subclass)
From D&D Wiki
The Madgod
The Madgod is one who powers his followers through the use of their mind's natural madness, both enhancing and altering the effects it gives its recipients.
Expanded Spell List
The Madgod lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | dissonant whsipers, tasha's hideous laughter |
2nd | detect thoughts, crown of madness |
3rd | bestow curse, stinking cloud |
4th | confusion, polymorph |
5th | animate objects, bigby's hand |
Madness
Starting at 1st level, you may call upon a powerful piece of magic that allows you to roll once on the Wild Magic Surge table(PHB Pg. 104). This costs an action and immediately causes the rolled effect to happen. You may use this as many times as you want, however there are repercussions.
The first time you use this feature nothing different happens. You must finish a short or long rest to reset this chain of events.
The second time you use this feature, roll once on the Short-Term Madness table(DMG Pg. 259), also shown below.
The third time you use this feature, roll once on the Long-Term Madness table(DMG Pg. 260), also shown below.
For every consecutive time after the third, roll again on the Long-Term Madness table.
% (d100) | Result |
---|---|
1-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. This and all other Short-Term Madness effects last 1d10 minutes. |
21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
41-50 | The character begins babbling and is incapable of normal speech or spellcasting. |
51-60 | The character must use his or her action each round to attack the nearest creature. |
61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
71-75 | The character does whatever anyone tells him or her to do that isn't obviously self-destructive. |
76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
81-90 | The character is stunned. |
91-100 | The character falls unconscious. |
% (d100) | Result |
---|---|
1-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. This and all other Long-Term Madness effects last 1d10 x 10 hours. |
11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
41-45 | The character experiences a powerful delusion. Your DM chooses a potion. The character imagines that he or she is under its effects. |
46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
56-65 | The character is blinded (25%) or deafened (75%). |
66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |
86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
91-95 | The character loses the ability to speak. |
96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
Mind of the Madgod
Beginning at 6th level, your Madgod has clouded and altered your mind to the point of other things not being able to get in very well. You are immune to any telepathic effects and have advantage on Wisdom saving throws. Additionally, if you are under the effect of Short-Term or Long-Term Madness, you are immune to anything requiring you to make a Wisdom saving throw.
Clouded Thoughts
Starting at 10th level, your mind has been through so much agony that you gain immunity to physic damage. Additionally, if you are under the effect of Short-Term or Long-Term Madness, you may use your bonus action to cast any spells that deal physic damage instead of your action.
Targeted Madness
Beginning at 14th level, you have learned to manipulate the forces of madness to aid you in times of need. You may use your action to choose a target and roll on the Short-Term or Long-Term Madness tables. You may choose which table the roll activates after you roll. You have advantage on this roll and may choose either outcome. The effect you chose after you rolled happens to your target. You must finish a short or long rest to use this feature again. Alternatively, you can expend one Warlock spell slot to use this feature instead.
Back to Main Page → 5e Homebrew → Character Options → Subclasses