Prerequisite: Level 12 or higher.
Different conditions during your life has caused your mental stability to decay into that of a husk. Your permanent insanity greatly affects you in more ways than just having madness. You gain the following “benefits”:
- You permanently have four indefinite indifferent forms of madness of your, or the DM’s choice
- You have advantage on saving throws against contracting any form of madness.
- You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures cannot communicate telepathically with you. When a creature attempts to do any of these it must succeed a DC 12 Wisdom saving throw or gain a random type of short-term madness.
- You have advantage on all Charisma (Deception) checks against sane creatures, but you have disadvantage on all Charisma (Persuasion) checks against creatures that can tell your insane and are unlikely to trust an insane person.
- While having no sane allies, you cannot be surprised. If you know you are out numbered you can add double your Initiative bonus to your Initiative rolls.
- You are resistant to psychic damage. If you take cold or fire damage, you lose your resistance to psychic damage until the end of your next turn.
- You are immune to psychic damage from illusions, you also automatically succeed on ability checks to determine if something is an illusion.
If you somehow use this feat one way or another, you no longer afflicted with the madness that this feat gives you and vise versa.
For clarification, “sane” means not having any form madness effects. The DM can also choose to determine if creatures lake sanity based upon factors other than just madness.
Previous Versions
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