giovedì 24 dicembre 2015

D&D 5^ edizione - La Via della Follia per il barbaro (Barbarians of the Path of Madness)


Altra opzione di classe per il barbaro, un cammino che si sofferma su quanti lasciano a casa la sanità mentale prima di buttarsi in battaglia.




PATH OF MADNESS / VIA DELLA FOLLIA

 There is a thin border between battle frenzy, the bloodletting rage of the battlefield that every barbarian learns to harness, and the true madness. A thin border that every warrior puts great effort not to cross, for beyond that even the steadiest of the champions will lose himself, overwhelmed by an insanity not of this world, an insanity not of his own, a primeval force of madness whose subtle and unsettling call we can still hear.
Those among the barbarians who follow the Path of Madness decided to answer the call, and they crossed the border, so that insanity may embrace them and engulf them into its abyss. Whether they are willing subjects of madness, or they mind slipped away descending into it, barbarians who follow this path gain incredible capacities in battle... at the price of their own sanity. After all, sanity is for the weak.

Esiste un esile confine fra la furia guerriera, l'ira sanguinaria del campo di battaglia che ogni barbaro impara a incanalare, e la vera follia. Un esile confine che ogni guerriero cerca in tutti i modi di non superare, poiché al di là di esso anche il più saldo dei campioni perderà se stesso, sopraffatto da una follia non di questo mondo, una follia non sua, una incarnazione delle primigenie forze della follia il cui richiama, sottile e disturbante, possiamo sentire ancora oggi.
Quanti fra i barbari seguono la Via della Follia hanno deciso di rispondere alla chiamata, e hanno superato il confine, così che la follia potesse abbracciarli e avvolgerli nel suo abisso. Sia che siano schiavi volontari della follia, sia che la loro mente sia venuta meno nel precipitare in essa, i barbari che seguono questa via ottengono in battaglia incredibili capacità... al prezzo della loro salute mentale. Dopotutto, la sanità mentale è per i deboli.

Rage of Madness
Starting when you choose this path at 3rd level, during a rage you gain resistance to psychic damage: your mind slippers away, lost into the depths of your insanity, and you are thus less susceptible to effects that damage your psyche. Furthermore, during a rage you can descend furthermore into madness, acting like a frenzied killing machine whose very presence acts as a catalyst of fear and insanity. If you do so, for the duration of your rage when you hit a target with a melee weapon attack you can use a bonus action to impose disadvantage to all its attack rolls till the start of your next turn.
However, when you rage ends you are confused (as for the spell confusion) for 1 minute.

Resilience of the Shattered Mind
Beginning at 6th level, you can't be charmed or frightened while raging, and during a rage you are immune to the confusion spell. If you are charmed or confused or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Hear the Voices
At 10th level, you can cast the contact other plane spell, but only as a ritual; you gain advantage to the Intelligence saving throw imposed by the spell. When you enter a rage, however, you can automatically cast the contact other plane spell; in this case, you can ask one question per round of rage (no action required), up to a maximum of five questions; if you do so, you have to make the saving throw imposed by the spell when your rage ends, after you asked your questions.

Behold Madness Incarnated
Starting at 14th level, when you are raging and you are hit by a melee attack, or you are subject to an effect that inflicts psychic damage or reads your thoughts, you can use your reaction to automatically confuse the attacker (as by the confusion spell) till the end of its next turn. For when they gaze into the abyss of your madness, your madness also gazes into them.

Friendly Reminder: Effects of Confusion.
A confused creature can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Result of 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
Result of 2-6. The creature doesn't move or take actions this turn.
Result of 7-8. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

Result of 9-10. The creature can act and move normally.



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