Sorcerous Origin: Lunacy
Your innate magic comes from your skewed perceptions. As a mad person, you are fundamentally at conflict with reality. Your magic comes from the fact that you have one foot in some tilted not-place, at odds with what is “real”: it might be the Far Realms, it might be dreams, or it might even be the backwards half-world behind the mirrors. Some lunatic sorcerers were always "a bit off” since childhood, and never grew out of their eccentricities. But most awaken to their powers when confronted with some misfortune or failure so personally devastating that they simply snap, unable to process it. A lunatic sorcerer is either fixated on the source of their madness, or else wanders through the world in a fugue, feeling curiously disconnected from it. Tenuous Clarity
Your madness seems like a tragic handicap, but you can sometimes be startlingly insightful. Starting at 1st level when you choose Lunacy as your sorcerous origin, you have disadvantage on all wisdom checks and saving throws so long as you have even one spell slot available. However, you may spend a spell slot or a sorcery point to gain advantage on one wisdom check or wisdom saving throw instead. Additionally, you gain resistance to psychic damage-- there’s not much of your psyche left to even attack.
Voices from Beyond
When you choose Lunacy as your sorcerous origin, add the following spells to the sorcerer spell list: Dissonant Whispers (1st), Pass Without Trace (2nd), Nondetection (3rd), Hallucinatory Terrain (4th), Dream (5th). You may choose one of these spells whenever you add a new spell to your spells known.
Guide to Nowhere
Starting at 6th level, your lunacy rubs off on those who make contact with your will. Whenever a creature succeeds on a saving throw against a spell you cast of 1st level or higher, it takes psychic damage equal to your Charisma modifier. Psychic damage you deal does not end spell effects normally ended by damage. Additionally, any creature who has read your mind or spoken telepathically with you in the past minute has disadvantage on saving throws against spells you cast.
Starting at 14th level, gravity becomes relative for you, objects you carry, creatures you summon, and up to one creature you maintain physical contact with. As an action, you can change your personal “downwards” direction. Objects you drop keep your personal gravity until another creature touches them.
Incursion of the Unreal
At 18th level, your ability to impose your delusions on reality is nearly complete. As an action, you can spend 5 sorcery points and pick one of the following rules, which applies to reality in a 120 foot radius around you for one minute:
- Creatures and objects in range move slowly, as though through an intangible layer of molasses. Movement speeds through the area of effect are halved, and if a creature would normally make more than one attack with the attack action, it makes a single attack instead. All ranged attacks originating or terminating inside the area of effect are made at disadvantage.
- Spoken and written language becomes gibberish comprehensible only to you.
- Creatures reduced below 0 hit points remain conscious and are not disabled until the duration of the incursion elapses. Creatures already at 0 hit points awaken and are no longer disabled. Creatures at 0 hit points do not make death saving throws until the incursion elapses, but damage inflicts failures on their saving throws as usual.
- Every round at initiative 20, you may exchange the locations of up to three creatures or unattended objects. Unwilling creatures may make a charisma saving throw against your spell DC to resist the transition.
- Within the area of effect, traditional manufactured weapons always deal their minimum damage. Magic weapons with a +3 bonus or greater function as normal. You and up to six creatures you choose become proficient with improvised weapons, including objects usually inappropriate for use as an improvised weapons (loaves of bread, keys, lipstick). You determine the damage die and weapon properties for improvised weapons, choosing an existing weapon from the Player’s Handbook and doubling the damage dice.
- The weight of creatures and objects in the radius is reduced to 1/10th the usual value. Creatures can carry much more than usual and all jump distances are multiplied by ten. All creatures within the incursion have disadvantage on strength saving throws.
- All creatures in the area of effect have a 50% chance to automatically fail on attack rolls, ability checks and saving throws for the duration of the incursion.
- Another rule which you and the Dungeon Master agree is in line with the above effects.