Fighter
Base Class: Fighter

In a fight, you have embraced the need for madness in order to defeat your foes.

Sanities Fading

You've embraced madness to add ferocity to your attacks.
As a Free Action, you can spend any number of Sanity Points to gain a bonus to hit on your next Attack equal to the amount of Sanity Spent.

Sanity
- You have a number of Sanity points equal to your Wisdom ability score - 2.  Sanity Points are regained after a Long Rest.
- For every 2 points you spend roll on the Short-Term Madness Table (You are only under the effect for 1 round)
- For every 4 points you spend roll on the Long-Term Madness Table (You are only under the effect for 2 rounds)
- For every 6 points you spend roll on the Indefinite Madness Table (You are only under the effect for 4 rounds)

Wild Swing

Starting at lv 7
You use your madness to empower your attacks

When you spend 2 Sanity Points you roll 1d6 on your next melee attack that hits.  You can only have 1 of these dice at a time.

On a successful hit roll the D6 to determine the extra effect, additionally, you may spend more Sanity to increase the result by 1 for each point spent.
1-2 Deal an additional 2d4 damage
3-4 Deal an additional 2d6 Damage and they are now bleeding for 1d4 (Unless they make a Con save and until they spend an action to patch themselves up)
5-6 Deal an additional 2d8 Damage, they are now bleeding for 1d6 (Same as previous without the save), and must make a Wisdom Saving throw or become frighted of you

I've seen Worse

Starting at Lv 10
Become proficient with Wisdom Saving Throws
You are now immune to being frightened

Psychotic Laughter

Starting a level 15 You cause others to suffer your madness

By spending 2 sanity points you can force everyone within 10ft that can hear you to make a Wis save or become frightened of you.
By spending 3 sanity points you can target a creature that can see and hear you make a Wis save or become frightened of you.

You can spend an additional Sanity point for each person who failed to force them to roll on the Short term madness table (they do receive an additional Wis Save).

Completely Mad

Starting at Level 18
Once per long rest if you are reduced to 0 hp you can gain Hitpoints back equal to your Wisdom Score plus your level and gain a bonus to hit and damage equal to half your Wisdom Score.  However, you gain disadvantage Saving throws and attacks against you have advantage.

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2023 9:12:44 PM
22
5
--
Coming Soon