"Hello Nikoli, so nice to see you again."
- Boris Von Carstien
They are the strangest of the bunch, the walking dead, alive. Brought back from oblivion by no force of science, no act of magic, no act of divine intervention, these men and women are anathema to the laws of nature. Watch as they mock creation time and time again…
Features: Perpetual. If you are killed, your form regenerates and regains one hitpoint after twenty four hours. This strange magic will regrow any injury, including a new body, but will not function if the thing that killed you was magic that kills instantly, such as power word kill, was dealt by a being of supreme power, or was fate damage. In such a case, you have disadvantage on resurrection checks.
Unnatural Soul: You have vulnerability to fate damage
This Touch of Insanity is unlikly to change your character.
"Screw you! I just wanted a hug."
- Rose
In the aftermath of the unmaking, there emerged some individuals born with only a fraction of a soul. Although rumors persist of fully soulless pariahs, these ‘blanks’ are used as superb anti-mage fighters.
Features: Inured to Arcana. Your blank DC equals (10+ twice your proficiency modifier) you have resistance to the damage from spells.
Magically blank: When a spellcaster targets you with a spell, the spellcaster must make a spellcasting ability modifier check against your blank DC or the spell fails and the spell slot is wasted. Reduce any magical healing by 1d10. Common magical items do not count as magical when you are touching them. You may not cast spells.
Muted Touch of Death: If you touch a creature that can cast at least one spell, that creature must make a dexterity saving throw against your Blank DC or take 1d4 fate damage. This touch must be significant, and so would not stack with an unarmed strike. A blank is immune to the touch of death of another blank.
This Touch of Insanity is going to fundementally alter your character.
"You know I can feel how you feel about me."
- Helen Greenbottle to her ex-husband.
Your mind is open, and is in touch with everything around you. By birth, design or artifice, this is who you are now, a being forced to wear their soul on their sleeve.
Features: Psychically Enhanced: You learn Mage Hand, Message, Vicious Mockery, and Identify. You may cast these at will. You may cast See Invisibility, Mind Thrust, Detect Thoughts, Dream or Charm Person a number of times each day equal to your proficiency modifier. You do not require V,S,M components for any of these spells. Your DC for this spell equals 10+ your proficiency.
Sixth Sense: You gain the effects of the alert feat.
Psychically Open: You have disadvantage on intelligence saves and saves meant to resist a charm effect. You have vulnerability to psychic damage. You have vunerability to sanity damage.
Pain-Hound: Whenever a friendly creature within 5 feet of you takes damage, make a DC13 wisdom saving throw. You disadvantage on this if the creature is reduced to zero hit. If you fail, you take psychic damge equal to half the creature's level.
This Touch of Insanity is going to fundementally alter your character.
"I'm 100% positive this will work 50% of the time" - Eisen-Meister Sterben
A product of countless alchemical, mechanical or magical experimentations, your body has been altered beyond normal limits, allowing you to lift boulders and shrug off blows that would kill another man. Beware however, a better body does not work all the time…
Trans-Human Might: You may use a bonus action to push your body to the limit. While you do this, you gain temporary hit points equal to twice your level, and you count your strength or dexterity modifier as one higher. You have advantage on constitution saving throws. This ability lasts until the end of combat. You may use this ability once per long rest.
Fickle Biology: At the start of each of your turns you are in a trans-human state, roll a D20. On a roll of a 1, you are stunned on your turn, as your altered body writhes in pain or suffers some other failure.
This Touch of Insanity is likely to have some effect on your characater.
"I like to think that she's pretty. Whoever she is." - Nightengale Windriver
Your parent was something truly exotic: A dragon, an angel, a fiend or something worse. You turned out… mostly normal, maybe just a little off…
Resilient Parent: You gain resistance to one damage type: either fire, lightning, acid, poison, cold, radiant, or necrotic. It should be closely associated with your parents.
The stuff of legends: Once per short or long rest, when you fail a saving throw, you may roll 2d4 and add the number to your total roll.
Visible Bloodline: Your parentage has left a visible mark on your body, a demonic brand, angelic features, a few dragon scales. People will judge you for this.
Impatient Sire: Your parent will often come after you, and ask you to do certain things, or berate you for not doing other things.
You have two arms?: You have disadvantage on persuasion, history and insight checks when dealing with humanoids.
This Touch of Insanity is likely to have some effect on your character.
"What was that about the acid, darling?"
- Tiamat, to Laug'axe
Somewhere down the line you met what you thought was a beautiful woman/man/other. The two of you had a wonderful night, curled away in some far away resort. Come morning light, you find that they’re not quite what they seem. But hey! They’re really nice, if a bit clingy…
Love, above all: You have advantage against death saving throws, and effects that would charm you. Magic cannot put you to sleep. You have advantage on charisma checks and insight checks against people in love.
Not the best time for this: When you take a long rest, roll a D20. On a roll of a 1, you gain one point of exhaustion, and do not count as having taken a long rest.
This Touch of Insanity is likely to have some effect on your character.
Y'all care for some turnips? - Leroy Stoneface
Something has left you partially petrified, reduced to flesh transmuted to a strange aquamarine crystal. You have become a living battering ram.
Rock hard abs: Add 2 to your AC, and gain immunity to poison. It is clear that you are part rock, and people will judge you for it.
Crystalline Pacificity: You gain the Crystalline Solemnity rule. You have resistance to damage from Skyspawn.
Plodding: Your speed decreases by five. You have disadvantage on dexterity saving throws and acrobatics checks.
This Touch of Insanity is likely to Fundamentally change your character.
"Really? This is the best we've got? We're all gonna die." -Nuwe, to Huwe
Occasionally feared, often revered, a hybrid-soul is a strange and devilish mixture between Man and God. Chaotic or lawful, good or evil, magic or mundane, the world is often moved by Hybrid-Souls, though nothing on the outside suggests their mutated soul is the key to unlimited power. Famous examples include King Arnum, Lich lord Tenebris, Briel Spider, Ophelia Arcanaborn and Grog’dor, Emissary of Rek
Hybrid Warrior: You are able to wield Dawnraiser and The Death Knell Chime without dying. You may use any of the ability of either weapon.
Hybrid Immunities: You are immune to most 10th level spells, such as mass creeping death.
Divine Providence: Gods, Demons, and Fate all want to play a hand in your destiny, expect interference from unfamiliar entities, and attacks from strangers wanting to end you.
This Touch of Insanity is highly unlikely to change your character.
"This is my pet tarrasque, I've named him porridge, da?" - Amelia Ivanof
This is a rare form of magic, most often associated with feral tieflings, but there are rumors of other users. Those gifted with soul magic have a greater understanding of other beings with souls, being able to see others’ and their own souls, as well as form soul bonds with others.
Window to the soul: Any soul magic user can look at another creature’s soul, as well as their own. Souls come in a variety of colors, all symbolic to the creature that soul belongs to.
Speaking through the soul: As soul magic users grow closer to others, they can communicate with their soul to another creature’s soul. The method of communication is unique to the user, and is usually expressed through a touch at the soul, such as knocking, the feeling of ice or fire overtaking the body, or water sliding down one’s spine.
Soul Bonds: Such creatures can form bonds that go beyond normal connection. If you're interested in the Soul-Bond Touch of Insanity, see me, as the rules are long and detailed.
This Touch of Insanity is unlikely to change your character.
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