MageInvoker ofFrenzy

May chaos...take the world.

In the search of knowledge you have uncovered things better left unknown. Use your madness to your advantage before it consumes you entirely. This is a high-risk, high-reward subclass, that can often turn you into a 5e warlock, so be weary.

Level 3

Maddened.

Gain access to the Frenzied Incantations. You may choose to keep your Frenzy stacks at the end of an encounter. These stacks (and their corresponding mana cost multipliers) are removed on a Field Rest or Safe Rest.

That burn... Your eyes...

Your eyes glow with a yellow flame. Gain advantage on any checks that involve Intimidation. Children, animals, and Celestials are uneasy in your presence.

Level 7

Melt away the curses.

Ignore one Frenzy multiplier you are afflicted by.

Your flesh will serve as kindling.

The flame inside you is slowly taking over. When afflicted with Frenzy, the inside of your mouth glows with the maddening, yellow flame. It functions like a perpetually burning torch (that doesn't hurt you), with all the benefits and drawbacks.

Level 11

Until all is One again.

(1/encouner) Cast a Frenzied Incantation upcasted to your higher tier unlocked. The cost of this spell cannot be modified in any way.

Level 15

Lord of Frenzied Flame.

By spending additional mana equal to the spell's tier, you may automatically succeed on the Frenzy KEY save.

May chaos take the world...

When afflicted with Frenzy, your head transforms into a black hole spewing yellow flame. You lose your normal sight but gain Blindsight 6.

Additionally, you can sense the presence of any creature within the range of your Frenzied Incantations, allowing you to see them even through walls or total cover. You ignore the Blinded condition and all darkness.

All creatures instinctively fear you. When a creature moves adjacent to you or ends its turn there, it must succeed on a WIL save (DC 12) or be Frightened of you until the start of its next turn.