you are the one at the table that makes the game extremely interesting and fun, everything is random and skill based for this class
Level |
Feature |
1 |
Madmans Knowledge |
2 |
|
3 |
Use The Confusion |
4 |
Feat or ASI |
5 |
|
6 |
Cope |
7 |
|
8 |
Feat or ASI |
9 |
|
10 |
What????? |
11 |
|
12 |
Feat or ASI |
13 |
|
14 |
Feeding The Swarm |
15 |
|
16 |
Feat or ASI |
17 |
|
18 |
Literal Pain |
19 |
Feat or ASI |
20 |
Unholy Spin |
hit dice:
d8
hit points at 1st level:
8+cha mod
hit points at higher levels:
d8+cha mod
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons
tools:
any 3 of choice
saving throws:
Charisma (Expertise)
skills:
you have expertise in any 2 skills
starting equipment:
to decide your starting equipment open a players handbook to any page with mundane items. throw 3 d4s at the book from at least 3ft away. whatever the d4s land on is what you get and the number it landed on is the quantity of that item. if you miss and hit a book, you get that many copies of the players handbook in game instead.
spellcasting:
class features:
Madmans Knowledge -
starting at level 1, you cannot multiclass, if you multiclass into this class from another class, lose all levels in other classes. You know everything your player knows and may act upon it, also roll on the madness chart and you get what you roll.
Use the Confusion -
starting at level 3, if you do or say something and your DM has a face of utter confusion. you yell may yell UNO before your DM mentally recovers, if you do, what confused the DM happens automatically and cant be reversed by the DM. everytime you use this feature roll on the madness table.
Cope -
starting at level 6, you may knock your mini prone and spin it like a spinner in a board game (hard enough so it makes a complete rotation at least 1 time.) when the mini has stopped spinning, the nearest creature it is pointing at is stunned for 1 round. this is an action. you can use this feature a number of times equal to your weight divided by your iQ (min 1)
What????? -
starting at level 10,
Feeding The Swarm -
starting at level 14, choose heads or tails, then flip a coin. if you called it right roll on the d10,000 wild magic chart. if you called it wrong you roll the madness chart twice and automatically use your cope feature twice without expending uses.
Literal Pain -
starting at level 18, when you say something dumb in character, all creatures that can hear you and are allied to you take 1 point of psychic damage.
Unholy Spin -
starting at level 20, you may spin a d6 on the board like a bey-blade (you can use a bey-blade if the DM approves, as well as anyother spinable object). if the spinning object hits a creatures mini, that creature takes 3d100 points of force damage. you may use this feature once per long rest
subclass options: