Mayhem, the Riot in the Soul

*This is a custom feature created for the character Minhra Ghantour, of the Tantervale 9:21 campaign. It is an example for how the Abomination feature might be applied.*

## Spirit of Mayhem

You have formed a pact with a Spirit of Mayhem, inviting it out of the Fade. In exchange for returning control of your body to you, you have agreed to form a bond with it. As an abomination, you wield special bonuses and vulnerabilities both. These include:

* Advantage on Wisdom saving throws against possession or demonic control
* Advantage on Insight checks against spirits or demons
* Vulnerability to Detect Magic and Banishment spells (you will be made visible by Detect Magic regardless of stealth, you make any saving throws against Banishment at disadvantage)

In addition, once per rest, you may consciously call the Spirit of Mayhem into your body, working in concert with it. These come in the form of Invocations.

* *Invocation of Turmoil.* Mayhem makes you jumpy, quick to react to pain. Starting at 3rd level, you can use your Invocation to spend your reaction to make an Attack of Opportunity at any opponent that has done damage to you in the last turn.
* *Invocation of Impatience.* You are perpetually eager to get right into the fray. Starting at 5th level, you may reroll an Initiative check.
* *Invocation of Flame.* The burning rage within you makes manipulation of fire natural and easy. Starting at 8th level, you may use your Invocation to reroll any damage rolls of the fire type and take the higher result.
* *Invocation of Mania.* Your flames burn with the light of insanity. Starting at 12th level, you gain the ability to cast a special combination of the Fireball and Confusion spells: Manic Fireball. This still costs a 4th level spell slot in addition to your Invocation.
	+ **Manic Fireball (4th level evocation)** A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. Each target that fails the DEX save is additionally afflicted with a terrible mania. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. **d10 Behavior**
		- 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.
		- 2–6 The creature doesn’t move or take actions this turn.
		- 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.
		- 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

## The Riot Within

Fade spirits are not meant to be mired in a mortal body, and doing so comes with consequences. As a result of your condition, there is a constant simmering frustration within you, oftentimes distracting and hard to control. As such, Mayhem influences you in a few ways:

* You can no longer hold actions—you are simply too impatient. In combat, you are compelled to spend all actions you have every turn.
* You are frustated when people don't do what you want. On any failed Persuasion or Intimidation check, you must roll a Wisdom saving throw. If you fail, it will result in you attempting to somehow punish your target.
* You are more easily distracted. The default DC for your concentration checks is 15 instead of 10.

In addition, Mayhem is perpetually waiting to take charge. In the event that you are knocked unconscious, or have another Temptation check resulting in a critical failure, you must make a Wisdom saving throw to prevent Mayhem from seizing control of your body. In the event that you fail, Mayhem will come forth.