Schizophrenia Image
Prerequisite: Have been in Critical Condition (0 HP) at least 3 times; Have at least 11 WIS or 11 INT
 

Some thing has taken its toll on your psychological well-being, and you have trouble keeping your senses in check. You sometimes see or hear things that are, probably, not there. 


Prerequisites: Have been in Critical Condition (0 HP) at least 3 times; Have at least 11 WIS or 11 INT

When you acquire this feat, you gain:

+2 to passive perception
-1 to Perception (WIS) Ability Checks

 There's Levels To This - Going without sleep for prolonged periods of time tends to have an effect on your sanity. Or at least, that's what "they" say. When you gain this feat, you start at Schizophrenia Level 1. Every 2 days that pass without finishing a Long Rest, you go up one Schizophrenia Level (Sp.LVL.). From Schizophrenia Level 3 onward, it takes 3 days to go up a Schizo Level. Finishing a Long Rest reduces your Schizophrenia Level by 1 (to a minimum of Sp.LVL. 1). There is no maximum level.

Character Level

Ability

1

There’s Levels To This

1

High Traffic

4

Schiz’ Sense

6

Who Needs Meds Anyway?

7

Second-Hand Stroke

7

Background Noise

9

Voicewhisperer

9

Sharing Is Caring

10

Best Friends Forever

12

Fourth-Hand Stroke

15

Infinite Hands

 High Traffic - Creatures that are succesful in using mind-reading, mind-controlling or otherwise mind-accessing abilities or spells on you must make a DC 17 WIS Saving Throw or take 1d6 Psychic damage for every Schizophrenia Level you have, taking double damage on a critical failure. This damage may also cause the mind-reader to lose Concentration.


From XP Level 4 onward, gain:

 Schiz' Sense - Just because you're seeing things, doesn't mean that none of them are real. If an attack or spell would require you to see the target of that attack or spell, however you cannot see them; as long as the target is within the attack or spell's range (and no further than this abilities maximum range) and nothing else obstructs you from targeting them, you may use this ability to make a DC 8 WIS saving throw; Add -1 to your d20 roll for every Sp.LVL. you have.

 If you succeed the saving throw: roll a d6. If that result is odd, take 1d4 psychic damage for every Sp.LVL. you have. 

 If you fail the saving throw: you may target the desired target with your attack or spell as if you could see them normally. The target has disadvantage against saving throws they make for this attack or spell.

The maximum range for Schiz' sense is 10 ft. + 20 ft. per Sp.LVL.

You may use this ability an amount of times equal to your Sp.LVL. per short rest. 


At 6th level, gain:

 Who Needs Meds Anyway? - Living with all manners of potentially existing entities is quite a burden, but you're getting used to it. From now on you can attempt to perform a 5-minute long meditative ritual to shoo some of the voices away. Make a DC 10 WIS saving throw and to your roll add -1 for every Sp.LVL. you have. On a succes, you remove one Sp.LVL. and in return heal yourself for 1d8. On a failure, you take 1d4 psychic damage for every Sp.LVL. you have.


 At 7th level, gain:

  Second-hand Stroke - You used to think it isn't contagious, but "they" say otherwise. When you make an attack against a target, you may imbue one or two of your Schizophrenia Levels into the attack, dealing 1d10 extra psychic damage for each Sp.LVL. used this way. Levels used in attacks are consumed. You may choose whether you want to use two Levels in one attack, or divide the Levels over several attacks, but you may only consume 2 Schizophrenia Levels per short rest this way.

 Background Noise - Schizophrenia Levels up to LVL. 3 are not removed when finishing a Long Rest.


At 9th level, gain:

 Voicewhisperer - You are experienced in silencing voices to give yourself space to think, and you're quite used to the adverse effects of these presences. The Meditation Ritual's DC is reduced from 10 to 6, and you can now extend the rituals duration to 20 minutes to heal 4d8 instead of the 1d8.

 Sharing is Caring - It would be selfish to keep all the fun to yourself; you can now expend a Schizophrenia Level to give a voice to a target creature of at least INT 7. (Casting Time 1A, Somatic component, Range 60 ft., sight.) The voice stays with the target, spouting random nonsense, for 1 hour or until the target succesfully silences the voice by using an action to make a DC 17 WIS Saving Throw. Failing this Saving Throw deals 1d4 Psychic damage. While the Target is vexed, it has Disadvantage on Wisdom Saving Throws, Disadvantage on retaining Concentration, and -1 to AC due to this distraction. The voice may also be useful as a distraction in some cases. This ability can be used once per Long Rest.


 At 10th level, get:

 Best Friends Forever - The more the merrier! You no longer lose Schizophrenia Levels from finishing Long Rests. You now gain Sp.LVL.2-4 after only 1 day without long rest, Levels 5 and 6 after 2 days each, and 3 days each from there.


 At 12th level, gain:

Fourth-Hand Stroke - Because four is better than two, right? You can now consume up to a total of 4 Schizophrenia Levels per short rest using Second-Hand Stroke, and they deal 6d6 each, instead of 1d10.


 At 15th level, gain:

 Infinite Hands - There is no longer a maximum to the amount of Schizophrenia Levels you can imbue into your attacks. Sp.LVLs. now deal 3d20 Psychic damage per Level. Additionally, when you roll a 20 on a damage die for this ability, you may roll another die and add its value to the total damage. This effect may repeat indefinitely. 


 "Let's just focus on getting you through your first week, okay?"

Schizophrenia Image

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