Winds of Pandemonium

Can you hear it, the winds of pandemonium? Your Innate magic comes from the maddening winds of pandemonium and the creatures that lurk in its breath. You may have visited the plane in your past, perhaps through a horrific accident. You could have even been put there on purpose, to keep you trapped for eternity. Some individuals never directly visit the Plane and are born with the Innate connection to whatever force binds their insanity and gives them their magic. However, it happened, for better or worse your different than other common folk, you hear and feel the winds, you hear the whispers.

A Gnome extends her arm presumably as a gesture of good faith to a downtroden Peasant. Only to cackle loudly and start devouring the filth surrounding her.

A Royal elven mage begins to decipher the forgotten symbols of an ancient race, only to claim it’s a recipe for a forgotten type of chicken soup.

A small halfling walks up to a red dragon as it laughs on top of its mound of gold, then the halfling smiles sinisterly and fires a black bolt of energy from his finger killing it instantly.

Advice from the Voices

Starting when you choose this Origin at 1st level, you can attempt to cast a spell you don’t seem to recall learning. Once per Long rest you can attempt to cast the spell regardless of whether the spell is known or can be learned by your Class. To attempt to cast the spell you must have the correct components, Casting time and an appropriate level spell slot, all of which are all expended at the end of the effect, regardless of the outcome. Once you have declared you are casting the spell, roll 1d6. On the role of a 1 the spell fails, and the DM must immediately role on the short-term madness table in the DMG and give you the effect and its duration (Dungeon Masters Guide, Pg.259). Otherwise the spell succeeds, and you cast it.

The Voices Make Sense

Starting at 1st level, you begin to understand things you shouldn’t. When you encounter a language you don’t know, whether in conversation or reading. You can attempt to ascertain what the text, words or symbols mean. The DM must secretly roll 1d4. On the role of a 4, you understand the basic of that language for 1d10 minutes. Otherwise on the role of a 1-3, the DM can give false information regarding what you believe the text, words or symbols mean.

Sharing The Madness

Starting at 6th level you may add crown of Madness to your spells known. Before Casting the spell Crown of madness, you may Declare your “sharing”. By doing so you don’t need to expend a spell slot, however if the humanoid passes the saving through the DM rolls from the Short-term madness table from the DMG (Dungeon masters guide, Pg.259) and gives you the effect and its duration.

Uncontrolled Chaos

Starting at 14th level, you gain the ability to embrace the Winds and in turn enhance your spells. When you cast a spell that requires a spell attack roll, after you successfully hit but before you roll for damage, you may Declare a number of d6 you wish to roll. For the number of D6 declared, you get an extra damage die equal to that number. (For example, a spell which normally deals 1d8 radiant will deal 5d8 radiant if you declare you are going to roll 4d6). However, if you roll a 1 on any of those d6 the total damage of the attack is dealt to you instead of the intended target.

The First Steps To Sanity

At 18th level, you’ve gained the ability to control some aspects of your Madness. You can spend 4 sorcery points to make the DM reroll an effect from the Madness table. You Can choose between the effects.

Credits

I created this at Hombrewery, Check it out at 'homebrewery.naturalcrit.com'.