Fighter
Base Class: Fighter

Driven to insanity, they derive pleasure in breaking down others, ensuring their final moments in life are that of despair.

Level 3: Deeds of Insanity

Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

When you reach certain levels in this class, the size of your Insanity dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Some of your exploits and features require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Insanity save DC = 8 + your proficiency bonus + your Charisma modifier. The exploits below use your Insanity dice.

Fearful Strike. When you hit a creature with a weapon attack, you can force it to make a Wisdom saving throw. On a failed save, the Insanity die is expended and the target becomes frightened of you for 1 minute. You also roll an Insanity die and the target takes psychic damage equal to the number rolled. On your subsequent turns, while the target is frightened in this way, you can roll an Insanity die and deal psychic damage equal to the number rolled whenever you hit it with a weapon attack, which can take this bonus damage only once per turn. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on a success.

Unsettling Presence. Your very presence is able to trip others up. As an action, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, you expend the Insanity die. Afterward, for 1 minute, the target must roll an Insanity die whenever it makes an attack roll or ability check and subtract the number rolled from its attack roll or ability check. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Prey’s Scent. You are able to keep track of your quarry. As a bonus action, you can choose a creature you can see and force it to make a Dexterity saving throw. On a failed save, the creature can’t hide from you and doesn’t gain any benefits from being hidden or invisible for 1 minute. You also always sense the direction to the creature’s location, and are aware of the direction of its movement as long as it is within 90 feet of you. The effect ends if you are more than 90 feet away from the creature. Once a creature fails its saving throw against this effect, you must finish a short or long rest before you can use it again, unless you expend an Insanity die to take it again.

Psychopathic Menace

Your words twist what others think of you. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Whenever you make an ability check using the chosen skill, you can expend and roll an Insanity die, adding the number rolled to the ability check.

Unhinged Mind

Your unstable tendencies make you numb to all sorts of horrors. You have advantage on saving throws made to avoid or end the frightened condition.

In addition, whenever you or a creature you can see within 60 feet of you succeeds on a saving throw against being frightened, you can use your reaction to expend an Insanity die and force a different creature you can see within 60 feet of you to make a Wisdom saving throw against your Insanity save DC. If the save fails, you roll an Insanity die and the target is frightened of you for a number of minutes equal to the number rolled. If a creature frightened in this way ends its turn in a location where it doesn't have line of sight to you, it can repeat the saving throw, ending the effect on itself on a success.

Eroding Composure

You trigger a bout of primal fear when approaching others. Whenever a creature that has a number of hit points up to ten times your Charisma modifier makes a saving throw against your Insanity save DC, it makes the saving throw with disadvantage.

Sadistic Glee

You feel the exhilaration from a satisfying kill. When you reduce a creature’s hit points to 0 with a weapon attack, you gain one Insanity die. You can’t have more Insanity dice than twice your Charisma modifier, as normal.

In addition, whenever a creature succeeds on its saving throw against a feature that uses your Insanity save DC, you can use your reaction to deal psychic damage to it equal to your fighter level.

Gaze of Horror

You terrify an individual simply by looking at them. You can cast the eyebite spell without expending a spell slot, and the DC for this spell is your Insanity save DC. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend an Insanity die to cast it again.

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