Herald Of Madness Image
Prerequisite: Must be level 19 and Must have performed a ritual directly communicating with a deity of madness or insanity and survived the ensuing chaos.
 

Herald of Madness is a feat that grants a character extraordinary abilities by channeling the chaotic and unpredictable energies of a deity of madness or insanity. This connection comes at a high risk but provides unparalleled power and the ability to disrupt the minds of enemies, wield chaos as a weapon, and invoke the twisted will of their deity.

Touch of Insanity. You can use an action to touch a creature and force it to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is affected by the confusion spell for 1 minute. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Aura of Madness. At the start of each of your turns, each creature within 10 feet of you must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or be frightened until the start of your next turn. The radius of this aura increases to 30 feet when you reach level 20.

Maddening Barrage. As an action, you can unleash a barrage of chaotic energy in a 60-foot line that is 5 feet wide. Each creature in the line must make a intelligence  saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier), taking 4d10 psychic damage and begin to attack the nearest thing to them on a failed save, or half as much damage on a successful one. You can use this feature once, and you regain the ability to do so when you finish a long rest.

Maddening Resilience. You gain resistance to psychic damage and advantage on saving throws against being charmed or frightened.

Herald Of Madness Image

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