Prerequisite: Be a guild member of the Cult of Rakdos
You become very acustomed to going crazy during combat you gain the following features:
- Whenever you score a critical hit, you go crazy, when you are crazy you have advantage on attack rolls and have a +2 bonus to AC, Attack rolls, And damage rolls.
- When you drop to 0 hit points, you can use your reaction to attack the nearest creature within your held weapons range.
- You take 2d8 psychic damage if you did not make at least one attack that turn.
- You can choose not to attack and that will end your insanity, or you can make a Wisdom save DC half of the damage from your critical hit or 10 whichever is higher.
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