You've been through multiple horrific events and have suffered a slight mental break.
When your health points drops to 10% or less of your total health (temporary health not factored) make a Constitution Saving Throw (DC17). (This must be done at the beginning of each turn while remaining at 10% or less health.)
On a successful save, your mind focuses on the battle and filters out distractions. You gain advantage against charm spells and +5 to attack and damage rolls. Your melee attacks and spells requiring attack rolls (if you have the spellcasting ability) become more precise, allowing for critical hits on 19 or 20.
On a failed save, you slip into an alternate personality. (If you have the spellcasting ability make an Intelligence Saving Throw against your Spell DC to retain the ability to cast spells) You no longer follow orders or suggestions from others, a cold rage fills your silent mind focusing it and removing distractions. You gain immunity to charm spells, advantage on attack rolls and an additional attack action. Your melee attacks and spells requiring attack rolls become more precise, allowing for critical hits on 18-20. At the beginning of each turn make another Constitution Saving Throw to revert back to yourself. Take 2d4 Psychic damage for each turn spent in the alternate personality.
Additionally, after 3 failed Constitution Saves the alternate personality loses the ability to distinguish between friend and foe (DM rolls for your attack target) and gains + 5 to attack and damage rolls.
If a charm spell is already affecting your character when HP drops to or below 10% of maximum, on a failed CON Save negate the Charm spells affects.
As long as your character can still distinguish between friend and foe revert to normal after last enemy is slain. Otherwise, a health potion or healing spell is required to return to normal.
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