Base Class: Fighter
Insanity Blades are chaotic combatants who thrive in the midst of battle. They embrace the madness and the unpredictable nature of the fight, utilizing it to their advantage. Their strikes and attacks are unpredictable and often accompanied by wild and unpredictable magic effects. They use their ability to manipulate untapped magical energy to warp reality itself around them.
Madness Unleashed
Starting at 3rd level, Raw and chaotic magic begins to influence your strikes. When you score a critical hit, you can roll a d10 to determine the magical effect of your attack. Roll a d8 and consult the following Madness Table:
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution Modifier.
On a 1- Your attack becomes coated with primordial energy filling your attack fills the target's mind with madness. The target must succeed on a Wisdom saving throw or become frightened until the end of your next turn.
On a 2- The Raw magic in the air coalesces into an illusion of yourself that copies your movements. The illusion appears behind the target and lasts until the end of your next turn, giving you advantage on your next attack against any enemy within 5 ft. of the illusion.
On a 3- When your attack hits an enemy you drain their life force. When you deal damage you regain hit points equal to half of the damage you deal.
On a 4- As you hit a target magical energy is left behind on the wound. At the start of each of the target's turns, they must succeed on a Wisdom saving throw or take 1d6 Psychic damage. On a success, this effect ends. As you level up the damage dealt becomes stronger: At level 10- 2d6 Psychic damage, At Level 18- 3d6 Psychic damage.
On a 5- As your attack strikes your target an explosion of raw arcane energy explodes from the wound. The target and all creatures within 5 ft. of the target must succeed on a Strength saving throw or be knocked back 5 ft. and take 1d6 force damage. The target immediately fails. As you level up the damage dealt becomes stronger: At level 10- 2d6 Force damage, At Level 18- 3d6 Force damage.
On a 6- When your attack meets the enemy magical energy lashes out at the target, temporarily dazing them. The target must succeed on a Wisdom saving throw or become stunned until the beginning of their next turn.
On a 7- Your attack draws in raw magic from the air bolstering your physique and speed. Until the end of your next turn your Dexterity and Strength score increase by +2.
On an 8- Your attack drains a large quantity of primordial magic from the air. Roll twice on the Madness Table, and use both outcomes. If another 8 is rolled, reroll.
Chaos's Embrace
Starting at 7th level, you begin to gain mastery over the chaotic energy that flows around you. You gain proficiency in the Arcana skill. Additionally, you can form a ball of untapped magic in your hand and cast the chaos bolt spell at 2nd level, using your strength stat as your spellcasting ability, a number of times equal to your strength modifier. Once you use this feature, you must finish a short or long rest to regain all spent uses.
Erratic Opportunist
At 10th level, you learn to take advantage of more opportunities during combat. You gain the ability to roll on the Madness Table whenever you land an opportunity attack in addition to when you land a critical hit. If the opportunity attack is a critical hit, roll twice. Additionally, whenever an attack causes you to roll on the Madness Table you can coat your weapon in magic dealing an extra 1d6 of a damage type of your choice; acid, cold, fire, lightning, or poison. As you level up the damage dealt becomes stronger: At Level 18- 2d6 damage. The damage dice for this ability do not receive any bonuses from a critical hit.
Chaos Infused
Starting at 15th level, you have mastered the art of embracing chaos in battle. You gain the ability to permanently shroud yourself in the primordial magic that surrounds you and direct it into your body, bolstering your actions. You gain the following benefits:
- You have resistance to Force damage.
- Whenever you roll on the Madness Table, you can choose to reroll the result once if you are not satisfied with the outcome. You must use the second option. Once you use this feature, you must finish a short or long rest before you can use it again.
- Your movement speed increases by 10 ft.
Insanity Incarnate
At 18th level, you learn to drain the air of its pure magic and use it to push your body to its limits. You gain the ability to engulf yourself in raw untapped magic giving your Action Surge the following benefits upon activation:
- All attacks you make until the end of your turn trigger a roll on the Madness Table.
- Regain any lost uses of Chaos's Embrace.
- If you choose to reroll your outcome on the Madness table you can use either outcome. Additionally, when you reroll your outcome you do not expend any uses.
Comments