Slipping Sanity (5e Feat)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Very unclearly written, capitalization is all over the place. This feels more like a variant for 5e's madness mechanics than a feat a player character would train to have.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Slipping sanity

Your grip on reality is growing tenuous at best and now you can't tell what's fake and real anymore, granting you the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • At the end of a long rest, you designate up to your proficiency bonus of creatures as anchors. as long as you can see your anchors you gain +1 to your saves and attack rolls equal to your numbers of anchors.
  • If you lose sight of all your anchors or one dies or all of them, go unconscious, you must roll a wisdom save DC 20 to not suffer the fear condition and take a minus equal to your number of anchors to all your rolls for a minute
  • You gain the flaw "I can feel it, I'm on the edge of the abyss but I can't look back or blink or else I'll fall in and never come back."


0.00
(0 votes)

Back to Main Page5e HomebrewFeats

Home of user-generated,
homebrew pages!


Advertisements: