Prerequisite: Roll 86-95 on the Indefinite Madness table.
Through sheer experience, you've managed to twist your insane laughter to provide a benefit in combat. You are immune to the effects of the Frightened condition, but not to the gaining of it. While you have the Frightened condition, you begin a mad laugh, which activates the following changes;
- You have disadvantage on all Wisdom and Intelligence saving throws.
- Before you make a Bonus Action, roll a [roll]1d6[/roll]. If you roll over 4, you cannot perform any Bonus Action this turn.
In addition, you can manually begin this fit of laughter as a Bonus Action. If the laughter starts via this bonus action, you gain the following benefits from it;
- You have advantage on all Dexterity saving throws.
- Your AC increases by 5.
- You can end the fit of laughter using both an Action and a Bonus Action.
Comments