Nature is survival of the fittest and some will do anything to survive.
When you are brought back from 0 hp while still in combat your survival instincts activate and you go into a Frenzied state. You must succeed a DC 10 charisma saving throw or immediately use your reaction to make an unarmed melee attack to the nearest creature within 10 feet of you. While Frenzied you are unable to tell friend from foe. You remain in this Frenzied state for 1 minute or until you succeed the Charisma saving throw. You can make a Charisma saving throw at the end of each of your turns to end the Frenzy and come to your senses, should you fail the Charisma saving throw you must immediately use your reaction to attack the nearest creature within 10 feet of you. While Frenzied you have disadvantage on Wisdom and Intelligence saving throws and advantage on Strength and Dexterity saving throws. The use of a Calm Emotions spell can bring you to your senses.
The DC of the Charisma saving throw increases by 3 each time you are brought back from 0 hp and resets after a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/31/2019 3:55:15 AM
|
6
|
0
|
1.0
|
Coming Soon
|
|
|
5/31/2019 5:59:10 AM
|
5
|
0
|
1.5
|
Coming Soon
|
|
|
8/12/2022 4:01:29 AM
|
207
|
10
|
1.6
|
Coming Soon
|
Comments