Violent Madness Image
Prerequisite: Requires a Strength 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. Tilting into the Madness fully, you embrace the violent influences of your fracturing mind, much to the dismay of those around you.

  • Increase Dexterity by 2
  • Decrease Charisma by 2
  • You have advantage on Dexterity saving throws
  • If your weapon has Finesse you double your Dexterity modifier for the purposes of your attack roll.
  • You can add Finesse to your unarmed attack rolls and add your dexterity modifier to the damage roll.
  • You are immune to the following effects: Charmed, Frightened, Stunned
  • You have a habit of leaving mangled bodies in your wake. In combat if you roll an attack of 18 or higher any enemies that can visually see you within 30ft must roll a DC 14 charisma check. Upon a fail they are Frightened. On a critical attack roll the DC becomes 18. You have advantage for 3 turns on Intimidation rolls.
  • Your presence and lack of care to hide your bloody deeds is almost always on your clothes and body. You impose disadvantage on any charisma saves, barter and persuasion rolls outside of combat in a 20 ft radius, and merchants will not trade with you directly.

Cannot be taken with any other "Madness" feat unless you come from the "Enmeshed" background.

Violent Madness Image

Comments

Posts Quoted:
Reply
Clear All Quotes