Sailing For Adventure
An affected target must roll a d10 at the start of each of its turns to determine its behavior for that turn. Roll a 1d4 to see how long effect lasts. Must beat a Wisdom DC of 14 to officially snap out of confusion. uses Poison kit as base.
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.
2-5 The creature doesn’t move or take actions this turn.
6-8 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