Base Class: Bard
The Flaming Chaos itself has taken root in the deep recesses of your mind. With the guidance of the Three Fingers, you will harness a heretical power that once filled the golden order with dread.
You see flames. Flames that scream only agony and death. Your mind slowly shatters, and all that remains is the all-consuming flames.
Touch of Madness
When you join the Flame of Frenzy at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a humanoid with a melee weapon attack,it gains one level of Frenzied Madness. You can do this equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Frenzied Madness Some creatures and objects can cause a special condition called frenzied madness. Frenzied madness is measured in three levels. An effect can give a creature one or more levels of frenzied madness, specified in the effect's description. Frenzied madness levels have no effect until a creature has 3 levels. When a creature gains its third level, it takes psychic damage equal to 1d12 + its level or CR (whichever is applicable), and if it has spell slots, its highest level spell slot is expended. Additionally, it is stunned until the end of its next turn.
After suffering these effects, the creature loses all its levels of frenzied madness. If a creature with a level of frenzied madness suffers another effect that causes frenzied madness, its current level of frenzied madness increases by the amount specified in the effect's description. Finishing a long or short rest removes all frenzied madness levels from a creature.
Gaze of Madman
At 6th level, you learn Frenzied Burst and Inescapable Frenzy incantations.
Persistent Mind
Your mind strengthened, making you more resilient against madness.
Your resilience is equal to your proficiency bonus (at least 3).
Reign of Chaos
The flames slowly consume your whole body. Fearsome streams of flame are spreading all around you. You have reached the final stage of madness.
Unleash this chaotic power from yourself to threat your enemies.
You can manifest a huge ring of flames that rises up, emitting fear and horror. Every creature that can see this ring must take a DC15 Charisma Saving Throw, on a failed save they collapse in terror, suffering 8d6 fire damage, stunned for 1 turn and blinded.
You can keep up this ring of flames with concentration, up to 1 minute. Enemies must take a DC15 Charisma Saving Throw on their start of the turn, on a failed save suffer 8d6 fire damage, and be stunned for 1 turn. On a success, take the half damage and end the blinded effect.
Once you use this feature, you can’t use it again until you finish a long rest.
Heretic Flames
You learn The Flame of Frenzy incantation.
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