TEXT: Hollower
  Deep within the nightmarish halls of Bedlam, a madman 
  screams out in pain, and the hallucinations that assault his 
  mind suddenly take material form to slaughter the doctors 
  who hold him. The leather straps that hold him down break 
  of their own accord, and he takes hold of one of the twisted 
  implements of his torture, judging it a suitable tool for his 
  purposes 
  As he strides down the hall of inmates, his nightmares rip 
  and tear at the bars and bodies that surround him with equal 
  measure. With each step towards the heart of the Asylum, 
  another light snuffs out, and the buzzing cacophony of radio 
  static grows ever more incessant. 
   
  Behind the Iron doors of the gaurd-room, the remaining 
  survivors cower in fear. A terrible sharpness breaks the silence 
  as the communications terminal calls out with a ring. Once... 
  Twice... Three times... And finally the warden deems to answer. 
  Through the line, a single voice comes, dark and overpowering: 
  “Don’t look behind you”. The Warden Turns, and from the 
  pointed rooftops, shadowy ravens take flight amongst the 
  screams.
   
  The power of a Broken Mind
  The nature of Hollowers is a point of violent contention 
  between scholars and mystics alike. The phenomenon 
  is known: an Individual capable of harnessing an almost 
  inconceivable amount of power, seemly from nowhere 
  at all, and driven mad by the shear volume of this power. 
  Many attribute this inconceivable force to a dark realm 
  beyond the boundaries of the known world. Others 
  suspect that to become a hollower is to uncover some 
  vast an unknowable secret. But the truth is far more 
  simple: A Hollower is not driven mad by their own 
  power. It is their very madness that provides the source 
  of their power.
  A Hollower’s  Insanity is far deeper and more potent 
  than any typical delirium or madness that an adventurer 
  might encounter, and it is this depth of insanity that 
  allows a hollower to draw vast amounts of power 
  from their own broke psyche. Exactly how this power 
  manifests may change from Individual to individual, but 
  at their core, all Hollowers are twisted and demented 
  individuals, struggling to maintain their sanity amidst 
  the cacophony of nightmares and hallucinations that 
  plague them.  
  Despite this, they have learned to harness their 
  shattered sanity and use it as a weapon - Warping the 
  laws of reality them to create a shadowy approximation 
  of the world they see. Because of this warping, and 
  their inherent madness, Hollowers are both feared and 
  shunned. Any many who has met a hollower can tell you 
  of the way their very presence seems to emit an aura of 
  wrongness. As such, few Hollowers stay in one place for 
  long, and many choose the life of an adventurer
  Creating a Hollower
  When building your Hollower, think about what has 
  led them into the depths of this terrible madness. Was 
  it a slow and encroaching insanity, set upon them 
  form birth? Or perhaps a single mind-shattering event 
  or revelation left them unable to cope with the world 
  around them. Perhaps there is some even darker 
  trauma that led them here, a trauma that your character 
  has yet to fully understand themselves 
   
  If left unchecked, a hollower’s power will eventually 
  destroy them, and it is important to consider how your 
  character has learned to cope with this reality. Do they 
  hide from the world and lock themselves away, or do 
  they freely demonstrate the unsavoury depths of their 
  madness in hopes of confusing or terrifying those 
  around them. How does your hollower see their own 
  madness and power? Do they someday hope to rid them 
  selves of the insanity that assails their mind? Or do they 
  embrace the insanity, reveling in the freedom it gives 
  them from the world?
  
  Class Features
  As a Hollower, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per Hollower level
  Hit points at 1st Level: 8 + your Constitution modifier
  Hit points at higher Levels: 1d8 (or 5) + your 
  Constitution modifier each level after 1st
  Proficiencies
  Armor: Light and Medium Armor
  Weapons: Simple and Improvised Weapons
  Tools: None
  Saving Throws: Charisma, Wisdom
  Skills: Choose two from Acrobatics, Athletics, Arcana, 
  Investigation, Intimidation, Deception, and Stealth
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
  • Two daggers or a Shortsword
  • Leather Armor
  • An explorer’s pack or a scholars pack
  Depths of Insanity
  Sanity Score
  Beginning at 1st level, your mind becomes increasingly 
  unstable as you activate your various abilities, You 
  have an insanity score which you may increase in 
  exchange for a variety of effects. Your insanity score has 
  a minimum value equal to 1/2 your hollower level, but 
  no maximum value, and for each point by which your 
  insanity score increases, you risk suffering a variety of 
  effects. The maximum amount that you can increase 
  your insanity score in a single turn is equal to your 
  insanity rate, as shown on the Hollower Class Table. 
   
  Whenever your insanity score increases, You gain an 
  insanity effect from the Insanity Effect Table on the 
  following page. To determine the effect gained, roll 
  1d20 then add your current insanity score. If you are 
  already suffering from that effect, repeat the process 
  until you gain a new effect. These effects are considered 
  permanent and can only be removed by reducing your 
  Insanity Score. For each point by which your insanity 
  score is reduced, you may remove one Insanity effect of 
  your choice. 
   
  Your insanity score decreases by an amount equal to 
  your proficiency bonus each time you complete a long 
  rest. 
  Insanity Save DC
  Some of your features or abilities may require creatures 
  to make saving throws against the madness that 
  pervades your being. The DC of these saving throws is 
  equal to your charisma modifier + your current insanity 
  score. When a feature or ability that uses this DC also 
  increases your insanity score, the DC is calculated 
  before your insanity score is increased.
   
  Rolling Insanity
     As your insanity rate increases, you have the potential 
  to be rolling on the insanity effect table a lot, especially 
  with the addition of the Anchors of Sanity feature. To 
  help prevent this from slowing down gameplay, it is 
  recommended that you roll these insanity effects at the 
  end of your turn, rather than the moment you gain them. 
  This does prevent you from suffering the effects of your 
  newfound insanity during the action that incurred them, 
  but it also stops combat from slowing to a halt.
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Proficiency
  Bonus
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  +4
  +4
  +5
  +5
  +5
  +5
  +6
  +6
  +6
  +6
  Insanity 
  Rate
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +9
  +9
  +10
  +10
  Features
  Depths of Insanity, Lunatic’s Strike
  Psychotic Manifestation, Frightless Stare
  Demented Nightmares 
  Ability Score Increase 
  Psychotic Manifestation Feature
  Flickering Hallucination
  Anchors of Sanity
  Ability Score Increase
  Demented Nightmares
  Shroud of Madness
  Psychotic Manifestation Feature
  Ability Score Increase
  Vivid Hallucinations
  Warped Passage
  Shared Nightmare, Anchors of Sanity
  Ability Score Increase
  Psychotic Manifestation Feature
  The Horrible Truth
  Ability Score Increase
  Echoes of the Insanity
  Hollower
  
  InsanIty effects
  Result Effect
  1
  You find yourself reflexively speaking in the third person, as if telling your own story, rather than living it.
  2
  Wherever you look, you cannot shake the sensation that everything is ever so slightly out of place - as if the entire 
  universe has somehow been shifted 2 inches to the left.
  3
  A random inanimate object within reach suddenly begins speaking to you, claiming to be a powerful artifact or the 
  victim of a powerful polymorphic curse
  4
  Death and violence are the only things that seem to fill a shadowy void in your soul. You delight in causing pain and 
  suffering, even if you detest yourself for such enjoyment.
  5
  You find the world itself to be hysterically funny, especially when it is at it’s most cruel. You laugh at the misfortune 
  of yourself and others, and the greater the pain, the harder you laugh.
  6
  The past, present, and future flow together in an uncanny reality. You have difficulty telling them apart, and 
  commonly place events or memories in the wrong tense
  7
  Paranoia strikes at the deepest level of your psyche. You find it difficult to trust anyone, even close friends
  8
  An overwhelming sense of dread overtakes you. Something bad is about to happen. You just don’t know what
  9
  You are convinced that one of your senses is flawed, cursed, or otherwise unreliable. Whenever you roll a 
  perception check, you roll twice, and only believe the second result to be true, even if the first reveals more.
  10
  You find yourself physically unnerved by any motion not undertaken on your own two feet. You suffer the poisoned 
  condition while mounted or riding in or on a vehicle.
  11
  You find yourself compelled to eat small inedible objects such as buttons, pebbles, bullets, or coins . You must 
  succeed on a dc 10 wisdom saving throw to resist consuming such objects
  12
  The last few hours are a Blur; you cannot seem to remember anything that happened since your last long rest. 
  13
  Wealth and it’s accumulation are so deeply a part of your spirit that you find it actively painful to let go. Whenever 
  you spend or are otherwise separated from your wealth, you take 1d10 psychic damage.
  14
  Food seems absolutely and entirely unappetizing. Whenever you consume a meal of any sort, you must succeed on 
  a dc 8 constitution save or find yourself unable to keep it down long enough to gain it’s benefits.
  15
  You discover yourself to be inexplicably attractive, even if others do not share the opinion. Whenever you see your 
  own reflection, you must succed on a DC 12 wisdom saving throw or be unable to look away.
  16
  Sensation is muddled, and you seem to hear colors or taste sounds. When making perception checks, you treat 
  disadvantage as advantage, and advantage as disadvantage..
  17
  Your fingers struggle to remember the nuances of written language. You must succeed on a dc 10 dexterity check in 
  order to write legibly.
  18
  You develop a noticeable vocal tick, which others find unsettling. You have disadvantage on deception, persuasion 
  and performance checks which rely on speech
  19
  The idea of forcing your will on others is frightening and difficult, you have disadvantage on persuasion and 
  intimidation checks
  20
  Your memories seem to flee from you even as you grasp them. Whenever you attempt to recall a particular person, 
  place, or event, roll 1d4 on a 1, you cannot recall the associated memory until you complete a long rest.
  21
  It becomes difficult to tell the truth, even when you know you should. You can add twice your proficiency bonus to 
  deception checks when telling a lie, but must succeed on a DC 12 charisma save in order tot ell the truth.
  22
  Light glares at your senses even while your eyes are closed. You have disadvantage on attack rolls and on Wisdom 
  (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive 
  is in direct sunlight.
  23
  You are uncharacteristically chipper, and gain advantage on all skill checks in which you are proficient. This effect 
  lasts until you fail a skill check, at which point you instead gain disadvantage on all skill checks.
  24
  Written Language becomes difficult as the symbols on the page seem to dance around. You must succeed on a DC 
  10 intelligence check to read any writing, even if you can normally read that language.
  25
  A guilty conscience weighs on you heavily, holding you back from deceptive or immoral acts. You have disadvantage 
  on skill checks to lie, deceive, or steal
  26
  Your mind is drained and sluggish. You suffer one level of exhaustion, and cannot gain the benefits of a short rest 
  27
  You find yourself pocketing anything not nailed down. If unobserved within 5ft of a small object that would fit in the 
  palm of your hand, you must succeed on a  dc 15 charisma check or attempt to pocket the item.
  28
  Your tongue ties itself in knots whenever you attempt to speak. You must succeed on a dc 10 dexterity save in order 
  to speak coherently.
  29
  The difference between dream and memory is ill defined. You have disadvantage on knowledge checks made to 
  recall information, however on a natural 1, you recall relevant information you have no way of knowing.
  
  30
  You find the making of decisions difficult, and often falter in critical situations. Whenever you roll a d20, you treat a 
  roll of 2 or lower as a critical failure.
  31
  You find yourself easily distracted and unable to focus on any single task or target. You cannot choose to repeat the 
  same action or target the same creature or object twice in a row 
  32
  Your own name becomes the trigger of a powerful compulsion. If a creature you can hear speaks your full name 
  aloud, you feel compelled to obey their commands as if targeted by the spell Suggestion
  33
  You cannot seem to recall much of anything from the past week. You cannot remember anything that has happened 
  during the past 1d6 days.
  34
  You cannot seem to recall how to use tools you once knew so well. You lose one weapon or tool proficiency, chosen 
  by the DM
  35
  You find it bewildering to face asymmetry in battle. You have disadvantage on attack rolls while within 5 ft of an 
  odd number of creatures
  36
  Your fingers seem hesitant to obey your command, you have disadvantage on slight of hand checks and attacks 
  made using your dexterity modifier
  37
  A vast hunger consumes you. You must succeed on a dc 15 charisma saving throw to avoid ingesting any food or 
  drink provided to you, and suffer one level of exhaustion for 4 hours you go without food or drink.
  38
  Your dreams are plagued with terrible nightmares. You must succeed on a dc 15 charisma saving throw in order to 
  gain the benefits of any long rests you take
  39
  Illness seems intent on taking you, even if no one else sees the signs. You suffer the effects of the spell contagion, 
  as decided by the DM
  40
  Your mind refuses to commit new information to memory. At the end of each long rest, you forget everything that 
  has happened since you first gained this madness effect.
  41
  You feel compelled to repeat yourself, lest you make a mistake. Whenever you take an action, you must repeat that 
  action 1d4 times
  42
  Your mind is overwhelmed by everything going on around you. You must succeed on a dc 15 charisma check each 
  round, or be unable to take more than one type of action that round.
  43
  The world around you seems too large, or you seem to small. You count as one size category smaller for the 
  purposes of carrying capacity and wielding weapons
  44
  Even the lightest touch wracks your mind with mental anguish. You take an extra 1d6 psychic damage whenever 
  you take damage form a physical source
  45
  You find it increasingly difficult to tell friend from foe. You must succeed on a DC 10 charisma check to correctly 
  identify a creature as an ally or enemy in battle
  46
  Your eyes suddenly become too sensitive to see properly in all but the dimmest of light. You are considered blinded 
  when not within darkness or dim light.
  47
  What ever that was... you need more. You develop an addiction to the last substance you ingested, and gain one 
  level of exhaustion for every day you go without it
  48
  You aren’t sure why, but that... thing terrifies you. You become frightened of a type of object or creature that you can 
  see, chosen by the DM. You suffer from the frightened condition as described in the DMG
  49
  A deep seated emptiness grips your entire being, draining your will to take on even the smallest of tasks. You have 
  disadvantage on all ability checks, saving throws, and attack rolls.
  50
  You cannot remember anything from before you gained this madness effect, and must succeed on a dc 15 charisma 
  check to benefit from any of your skill proficiencies. You still remember how to speak, walk, and otherwise 
  function, and can still use abilities and features from your class.
  51
  Your body betrays you at every turn. You automatically fail stealth checks, and must succeed on a dc 15 charisma 
  saving throw each round, or use your reaction to make a melee attack against a creature or object within 5 ft of 
  you. If no creature or object is present, you instead attack empty space.
  52
  Lethargy overcomes you, but sleep refuses to come. You must succeed on a DC 10 constitution saving throw to 
  gain the benefits of a long or short rest.
  53
  You suffer intense flashes of past trauma, transporting your mind back into the terrifying events. When you are hit 
  by a weapon or spell attack, you must succeed on a dc 15  charisma check or be incapacitated until the end of 
  your next turn
  54
  The world you see is not that of your allies. Whenever you enter a new area, you must succeed on a dc 15 charisma 
  save or be under the effects of the hallucinatory terrain spell as controlled by the DM. On a natural 1, you are 
  also under the effects of the phantasmal killer spell
  
  Lunatic’s Strike
  In your unhinged mind, every weapon becomes no more 
  than a tool to channel your own insanity. Beginning at 
  1st level, You may use your charisma modifier instead 
  of your strength or dexterity modifier when making an 
  attack using a weapon with which you are proficient. 
  Additionally, once per turn, when you hit with an attack 
  using a weapon with which you are proficient, you may 
  increase your insanity score to deal an additional 1d6 
  psychic damage to the target for each point of insanity 
  gained.
   
  Frightless Stare
  At lvl 2, The madness in your eyes is plain for all to 
  see. You have advantage on saving throws against being 
  frightened and on intimidation checks against creatures 
  you can see. 
  In addition, you gain darkvision out to 60 ft if you did 
  not have it already. If you already have darkvision from 
  another feature, you instead increase the range of this 
  dark vision by 60 ft. 
  Psychotic Manifestation
  By second level, you gain the first modem of control 
  over your madness. Choose one of the Psychotic 
  Manifestations Listed at the end of this class 
  description. 
  Demented Nightmares
  Beginning at 3rd level, your madness begins bleed into 
  reality. As a bonus action on your turn, you may increase 
  your insanity score by one to create spherical Zone of 
  Nightmare at a point within 60 ft that you can see. This 
  zone has a radius of 5 ft and spreads around corners 
  though nonmagical barriers. It lasts for 1 minute or 
  until you dismiss it as a bonus action.  
   
  The area within this sphere swirls with twisted visions 
  and terrifying shadows. Bright light within the sphere 
  is reduces to dim light, dim light is reduced to darkness, 
  and non-magical light sources such as flames or 
  lanterns are snuffed out. Creatures other than you who 
  enter or start their turn within the sphere must succeed 
  on a wisdom saving throw against your Insanity Save 
  DC or become frightened of you until the end of their 
  next turn. Allies have advantage on this saving throw. 
  The radius of this sphere increases to 10 ft at 9th 
  level, ant to 15 ft at 17th.
  
  Ability Score Increase
  When you reach 4th level, and again at 8th, 12th, 16th 
  and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores 
  of your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature. You can choose 
  to gain a feat as per the Player’s Handbook instead of 
  improving ability scores.
  Flickering Hallucination
  Beginning at 6th level, your warped psyche twists the 
  world around you, allowing you to be everywhere and 
  nowhere all at once. When an attack against you misses, 
  you may us your reaction to increase your insanity score 
  by one and teleport 5 ft.
  Anchors of Sanity
  From 7th level onward, Your allies represent an anchor 
  of sanity amid the chaos of your nightmares. Allies are 
  considered immune to the effects of your Demented 
  Nightmares feature. 
  Additionally, whenever you roll on a insanity effect table 
  while within 30 ft of an ally, you may roll twice and 
  choose from either result. At 15th level, you may instead 
  roll 3 times on the insanity effect table and choose any 
  result. 
  Shroud of Madness
  By level 10, the madness that pervades your form makes 
  it difficult to tell you apart from your delusions. While 
  in a zone of nightmares, you are considered heavily 
  obscured to all forms of detection. 
  Vivid Hallucinations
  At 13th level, the shifting nightmares that surround 
  you make it difficult to tell friend form foe. When you 
  activate your Flickering Hallucination feature while 
  within a zone of nightmares, the triggering attacker 
  must succeed on a wisdom saving throw against your 
  Insanity Save DC or repeat the attack against a creature 
  of your choice within 5 ft.
  Warped Passage
  At 14h level, your broken sense of reality allows you 
  to step from one demented shadow to the next in an 
  instant. Once per round as part of your move action, you 
  may step from any point within a zone of nightmares to 
  any other point within a zone of nightmares
   
  Shared Nightmare
  By 15th level, your allies have become as much a part 
  of yourself as your nightmares. So much in fact that 
  enemies have difficulty telling them apart. Any creature 
  frightened of you is also frightened of your allies.
  The Horrible Truth
  Amidst the depths of nightmares and madness, you have 
  learned to glean the horrible truths of the world by the 
  light of insanity 
   
  Beginning at 18th level, as an action on your turn, 
  you may increase your insanity score by three to peer 
  through this lense of madness and see things as they 
  truly are. Until the end of your next turn, You view zones 
  of nightmare as if under the effect of the True Seeing 
  Spell. As a Bonus action on each of your turns, you may 
  increase your insanity score by one to maintain this 
  effect. You may do this for a number of rounds equal to 
  your charisma bonus. 
  Echoes of Insanity
  By 20th level, your madness has grown strong 
  enough that even the untainted world swirls with your 
  nightmares. You are Surrounded by a persistent Zone of 
  Nightmare which extends in a 20 ft radius centered on 
  your person and 
  moves with you.
  
  Psychotic  
  Manifestation
  The terrible price a hollower pays for their power is the 
  sanctity of their own mind. By 2nd level, the depths of 
  insanity that you have opened yourself up to have begun 
  to warp your mind beyond repair, and in return, your 
  psyche has adopted it’s own twisted way of surviving 
  amongst the chaos. 
  Soulless Husk
  In the face of such terrible insanity, you have become 
  a husk of your former self; letting go of emotion and 
  sensation to protect yourself from the pain you inflict on 
  yourself and others, and channelling such things instead 
  into a weapon against your enemies
  Deaden the Pain
  Beginning at 2nd level when you choose this Psychotic 
  manifestation, the depths of your own insanity become 
  a shield against the outside world. As a bonus action on 
  your turn, you may deaden yourself to the pain of the 
  world around you. 
   
  Until the start of your next turn whenever your are 
  subjected to damage from a nonmagical source, you 
  may reduce this damage by an amount equal to your 
  current insanity score. After the damage is reduced, 
  your insanity score decreases by an amount equal to 
  your proficiency bonus.
  Madman’s Gambit
  When you feel nothing, it is easy to trade your own blood 
  for that of your enemy. Starting at 5th level you can 
  throw caution to the wind to attack without hesitation. 
  When you make your first Attack on Your Turn, you 
  can decide to Make a madman’s gambit. Until the start 
  of your next turn, attacks against you are made with 
  advantage, but whenever an enemy you can see hits you 
  with an attack, you may make an attack against it as a 
  free action. You may use this feature a number of times 
  between long rests equal to half your proficiency bonus 
  rounded down.
  Unfeeling Soul
  By 11th level, even the deepest parts of your soul are 
  tempered against the pain of existence. You may use 
  your Deaden the Pain feature even against damage from 
  magical sources
  Deathless Juggernaut
  At 17th level, The force of your own insanity is enough 
  to keep you moving long after your body has failed. 
  When you are reduced to 0 hit points or fewer and have 
  an insanity score of 1 or greater, you do not immediately 
  fall unconscious. Instead, you remain conscious and 
  may continue to take actions as normal so long as your 
  insanity score remains above it’s minimum value. Each 
  round this ability is active, your Deaden the Pain feature 
  is considered active, and your insanity score decreases 
  by an amount equal to your proficiency bonus even if 
  you take no damage.  
   
  While in this state, you still make death saving throws as 
  normal, however you do not suffer saving throw failures 
  from taking damage or from critical hits. If your hit 
  points drop below the negative value of your hit point 
  maximum, you suffer instant death.
  
  Fractured Self
  Driven by the stress of your own insanity, you have 
  learned to fracture your soul to better bear the madness 
  that threatens to overwhelm your mind.
  Shattered Ego
  Beginning at 2nd level when you choose this 
  manifestation, you are able to fracture your mind into 
  disparate parts, giving physical form to your Madness.
  As an action your turn, you may summon a Fragment 
  at an unoccupied space you can see within a zone of 
  Nightmares. 
   
  This Fragment is a physical manifestation of some 
  warped part your psyche, and takes the form of 
  an aberration with a CR no higher than half your 
  proficiency bonus. This Fragment adds your proficiency 
  bonus to attack rolls and saving throws it is proficient 
  in, and its maximum hit points are increased by 1d4 
  per CR. The Fragment takes actions and rolls initiative 
  on it’s own, but will follow your telepathic commands 
  to the best of it’s ability. Once summoned a Fragment 
  cannot be dismissed and remains until it’s hit points 
  are reduced to 0 or fewer. You may have no more than 
  one Fragment under your command at once. This limit 
  increases by one when you reach 5th level, and again 
  at 11th level and 17th. 
   
  Whenever you gain an insanity effect and 
  have at least one Fragment under your 
  command, you may choose one of your 
  Fragments to gain the effect instead. 
  When a Fragment dies, your insanity 
  score is reduced by an amount 
  equal to the Fragment’s CR +  your 
  charisma modifier.  
   
  If a Fragment’s total number of 
  insanity effects exceeds it’s CR + 
  your charisma modifier, it breaks 
  free of your control and stops 
  obeying your commands. 
  Divided Trauma
  By the time you reach 5th level, you have learned to 
  use your disjointed self as a means of defence. When 
  you take damage and have at least one Fragment under 
  your command, you may use your reaction to split the 
  damage equally between yourself and Each of your 
  Fragments. 
  Ego Reinforcement
  Your twisted selves grow more powerful with each and 
  every trauma. Starting at 11th level. Your Fragments 
  gain a bonus to their AC and Damage rolls equal to their 
  current number of insanity effects.
  Interchangeable Selves
  At 17th level, even you have trouble telling what self is 
  truly the real you. As a bonus action on your turn, you 
  may swap places with a Fragment under your command.
  
  Agent of Chaos
  Refusing to accept the dreadful reality of your own 
  insanity, you thrust the nightmares onto the minds 
  of others, spreading your madness like a plague and 
  warping the minds of your enemies.
  Infest the Mind
  Beginning at 2nd level your madness begins to spread 
  beyond the confines of your own mind and infest those 
  of others. Whenever you hit with a weapon attack 
  against an enemy, your target gains a number of insanity 
  points equal to 1/2 your proficiency bonus (rounded up), 
  and your insanity score is reduced by the same amount. 
  Enemies who gain points of insanity do not suffer 
  insanity effects in the same way you do, but their minds 
  become vulnerable in a way you can exploit. 
  Spell-Like Insanity
  You are capable of harnessing the insanity of others in 
  order to replicate the effects of some spells and cantrips. 
  The Spells and Cantrips you can cast in this way are 
  listed on the Insanity Spell List at the end of this class, 
  and can only target and effect creatures with an insanity 
  score of 1 or higher, or areas and creatures within a 
  zone of Nightmare. Effects created in this way do not 
  require verbal, somatic, or material components.
    Cantrips You know a number of cantrips as shown on 
  the Insanity Spellcasting table. Each time you complete 
  a long rest, you may choose one of the Insanity cantrips 
  you know, and replace it with another cantrip form the 
  Insanity spell list. 
      Insanity Casting To create one of these effects, you 
  expend a number of insanity points from your target, 
  as shown on the table below. To cast a spell at a higher 
  level, you expend additional points of insanity as if the 
  spell were the level you are casting it at. If a spell would 
  target or effect multiple creatures with an insanity score 
  of 1 or higher, you may draw the required insanity points 
  from among all affected targets. 
    
      Spells of 1st Level and Higher The Spell Level 
  column of the Insanity Spellcasting table shows the 
  maximum level of spells you can replicate. You prepare 
  the list of Insanity Spells that are available for you 
  to cast, choosing from the insanity spell list. When 
  you do so, choose a number of Insanity Spells as 
  shown in the Prepared Spells column of the Insanity 
  Spellcasting table. The Spells must be of a level equal 
  to or lower than your spell level, as show on the Insanity 
  Spellcasting table. Casting the spell doesn’t remove it 
  from your list of prepared Spells.
     You can also change your list of prepared Spells when 
  you finish a Long Rest. Preparing a new list of Insanity 
  Spells requires time spent reading your mind against 
  the madness they represent: at least 1 minute per Spell 
  Level for each spell on your list.
      Spellcasting Ability Insanity is the source of your 
  power, and you use your Insanity Save DC for Insanity 
  spells you cast and your insanity score when making an 
  attack roll with one.
   
  Mental Ambush
  By 5th level. You have learned to accompany your strikes 
  with an invasion of the mind. Striking both in a single 
  blow. When you hit with an attack, you can use a bonus 
  action to cast a cantrip against the same target.
  Dominate Madman
  At level 11 you have gained the ability to twist and shape 
  the insanity you inflict upon your enemies in order to 
  control their actions. If a creature’s current insanity 
  score exceeds it’s CR (or level), You may use an action 
  on your turn to reduce the target’s insanity score to 1, 
  and force the target to make a charisma saving throw 
  against your madness save DC. On a failure, the target 
  Suffers the effects of the spell Dominate Monster. A 
  creature can repeat this saving throw at the end of each 
  of it’s turns, and any time it takes damage. A creature 
  that saves against this ability cannot be targeted by this 
  ability again for 24 hours
  Infectious Insanity 
  When you reach 17th level. The Insanity that pervades 
  your being has become so infectious that it spreads even 
  without your influence. When a creature afflicted with at 
  least one point of insanity hits with an attack against a 
  creature who is not your ally, both creatures gain a point 
  of insanity.
  InsanIty spellcastIng
  Level
  2nd 
  3rd 
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Prepared Spells
  2
  2
  3
  3
  4
  4
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  Spell level
  1st
  1st
  1st 
  2nd 
  2nd 
  2nd 
  2nd 
  3rd 
  3rd 
  3rd 
  3rd
  3rd 
  4th 
  4th 
  4th 
  4th
  4th 
  5th 
  5th
  Cantrips
  2
  2
  2
  2
  2
  2
  2
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  Spell Level
  1
  2
  3
  4
  5
  Insanity Cost
  2
  3
  5
  6
  7
  
  Insane illusions
     Insanity spellcasting works by manipulating the 
  insanity of others. Because of that, the effects of spells 
  which target areas, or which use yourself or an ally as 
  the target, are only real within your zones of nightmare, 
  or to creatures afflicted with at least one point of 
  insanity. When you cast one of these spells, you split the 
  insanity point cost between all affected creatures with 
  an insanity score of 1 or higher, not including yourself. 
     For example, if you were to cast the spell Greater 
  invisibility on yourself or an ally, the targeted creature 
  would only be considered invisible within your zones of 
  nightmare, and to creatures with an insanity score of 1 
  or greater. To cast the spell, you would subtract a total 
  of 6 insanity points from between any number of 
  creatures, not including yourself.
  Insanity Spells
  Cantrips (0 level)
  Dancing Lights 
  Eldritch Blast 
  Friends
  Message 
  Minor Illusion 
  Prestidigitation 
  Thaumaturgy 
  Vicious Mockery 
  Infestation 
  Toll the Dead 
  1st Level
  Arms of Hadar 
  Bane
  Charm Person 
  Command 
  Compelled Duel 
  Disguise Self 
  Dissonant Whispers 
  Ensnaring Strike 
  Hex 
  Illusionary Script 
  Silent Image 
  Sleep 
  Tasha’s Hideous Laughter 
  Wrathful Smite 
  Cause Fear 
  2nd level
  Blindness/Deafness 
  Blur 
  Calm Emotions 
  Crown of Madness 
  Darkness
  Detect Thoughts 
  Enthrall 
  Hold Person 
  Invisibility 
  Mirror Image 
  Phantasmal Force 
  Ray of Enfeeblement 
  Silence 
  Suggestions 
  Mind Spike 
  Shadow Blade 
  3rd level
  Bestow Curse 
  Fear 
  Feign Death 
  Hunger of Hadar 
  Hypnotic Pattern 
  Major Image 
  Slow 
  Spirit Guardians
  Enemies Abound 
  4th level
  Compulsion 
  Confusion 
  Dominate Beast 
  Evard’s Black Tentacles 
  Greater Invisibility 
  Grasping Vine
  Hallucinatory Terrain 
  Phantasmal Killer 
  Charm Monster 
  Shadow of Moil
  5th level
  Contagion
  Creation 
  Dominate Person 
  Dream 
  Geas 
  Hold Monster 
  Mislead 
  Modify Memory 
  Seeming 
  Synaptic Static
  
  Images in order
  Timeless Auras 617 - Yoshio Ikezaki
  https://www.yoshioikezaki.net/ 
  Berserker Armor 03 - Lutherniel
  https://www.deviantart.com/lutherniel
  Speed - Rola Chang
  https://www.deviantart.com/jungshan
  The Avengers - Hawkeye - Daniel Kamarudin
  https://www.artstation.com/danielkamarudin
  Demon Shadow - Austen Mengler
  https://www.deviantart.com/austenmengler
  Shadow Knight - ©DC Comics
  http://www.enworld.org/forum/attachment.php?attachm
  entid=50743&stc=1&d=1326565151
  (oddly enough, despite the image, I cannot find evidence of this ever 
  having been a printed cover. And cannot track down the artist)
  Damnation - Kev Walker
  http://www.artofmtg.com/artist/kev-walker/
  Unnamed - Lantgreen
  http://s1257.photobucket.com/user/lantgreen/
  library/?sort=3&page=1
  K - Tomek Pietrzyk
  https://www.artstation.com/tomekpietrzyk
  Shadow Sword - Artist Unknown
  https://5egrognard.blogspot.com/2014/12/sword-of-
  night.html
  The Sorcerer - Reza-ilyasa
  https://www.deviantart.com/reza-ilyasa 
  Dahaka - The Guardian Of Time - TheSyanArt
  https://www.deviantart.com/thesyanart
  Much of the artwork used in this class has been 
  heavily edited form it’s original form. I did my best 
  not to remove signatures or other identifying marks, 
  but all artwork is credited regardless. 
   
  Credits and 
  Acknowledgments
  Class By 
  DM Clockwork Dragon (Sebastian McCoy)
  https://dm-clockwork-dragon.tumblr.com/
  https://ko-fi.com/U6U6GK7U
  https://www.patreon.com/DMClockWorkDragon
  https://discord.gg/jr3gMsZ
  Template and Backgrounds By 
  Nathanaël Roux
  https://www.patreon.com/barkalotdesigns
  A Special thanks
  To My wife, who has been forced to put up with my 
  obsessive work. 
   
  And of course, to all my patrons and supporters, and to 
  those fans who continue to enjoy my work. I love what I 
  get to do for you guys, and hope to continue doing it far 
  into the future
  Fan Content Notice
  The Alchemist Class is unofficial Fan Content permitted 
  under the Fan Content Policy. Not approved/endorsed 
  by Wizards. Portions of the materials used are property 
  of Wizards of the Coast. ©Wizards of the Coast LLC.
  Author’s Notes
  When I first created the Hollower Class, it was on commission, 
  and inspired by discussions with two separate clients. Both wanted 
  something focussed around the idea of darkness and shadows, and I 
  myself had an interesting idea for a class that used status effects as an 
  ability cost rather than a set number of points or spells lots. It was my 
  second major homebrew, and while I was very happy with it at the 
  time, even then I recognized that it was an experiment, and definitely 
  had it’s flaws. I took it as a learning experience, and never planned 
  to revisit the class. But some discussions with players and play testers 
  struck me with a line of thinking that finally brought me back around. 
   
  There were always a few major issues with the hollower, mostly brought 
  forth out of my own inexperience: Firstly, The split madness table 
  seemed to give a lot of people trouble, and no one seemed to agree 
  how it was meant to be used. Secondly, The First Subclass, which 
  focussed around a black-whole like passive effect, had a fundamental 
  flaw which made effectively unplayable. Thirdly, the Seed of 
  Corruption Subclass was a nightmare to keep track of. What worked in 
  theory made an absurd amount of work for the DM in practice. 
  Finally, the originally class was tied inherently to a setting specific idea 
  of “the void” which heavily limited its inclusion in other settings. 
  In taking on this rework, I basically overhauled the class from the start, 
  using everything I have learned since I started homebrewing to clean 
  it up, and make it both more sun, and more simple to play. I kept the 
  general idea of descending into madness in exchange for power, and 
  built on that, mostly dropping the darkness and “void” aspects, and 
  leaving the flavor open to whatever interpretation best suited the 
  setting. 
  I completely replaced the first subclass, this time instead building an 
  “insane juggernaut” subclass, modeled around slasher villains like Jason 
  and Michael Meyers. And for the other subclasses, I redefined their 
  mechanics to fit the same theme, but to operate a lot more smoothly 
  and without so much to keep track of. 
   
  This time Around, I’m a lot more confident in the playability of 
  the class, and while it still wont be for everyone, it’s no longer as 
  experimental. The balance is tighter, and the mechanics are smoother. 
  I’m sure it still needs some work here and there, but in defence of my 
  own sanity I think this is a good place to stop for now. Hope you all 
  enjoy!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Clockwork Dragon/01-Classes/Hollower v2 by ClockworkDragon.pdf