Prerequisite: Requires a Constitution score of 15 or higher
Afflicted by that which you have experienced in your travels, a sort of "Madness" has overtaken the rational parts of your psyche. While most succumb to such afflictions, the rare few find ways to utilize the chaotic state of the mind. You wield yours to the betterment of your combat ability, though not to the betterment of your physical health.
- Increase your Strength by 2
- Decrease your Wisdom by 2
- You have advantage on Strength saving throws.
- You add your Strength modifier to Unarmed/Simple weapon attack rolls and damage.
- You are immune to the following effects: Paralyzed, Stunned, Charmed, Frightened.
- Whenever you would become severely injured (such as broken bones or severe bleeding) you ignore the effects of such injuries and continue fighting as if you are unharmed and cannot have disadvantage imposed upon attacks by physical injury or exhaustion. (Work with your DM to describe how you would fight on.)
- At the end of combat encounters suffer an exhaustion level for every major injury sustained.
- Exhaustion is resolved by 2 instead of 1 on long rest, and by 1 on short rest, but cannot be reduced below 1 without medical aid/treatment/magic healing.
Cannot be taken with any other "Madness" feat unless you come from the "Enmeshed" background.
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