***Disclaimer: Only pick this feat if both you and your GM agree and are fine with brainstorming boosted effects for a range of actions, as this severely impacts combat for your character.***
Because of your ability to pace yourself and control your body's limits, you are able to boost your abilities over time in combat.
At the beginning of combat, you start with 1 BP (Boost point). You gain 1 BP at the end of your turn if you did not expend any during your turn. You can hold a maximum of 5 BP but can only expend a maximum of 3BP during your turn. This cannot be changed in any way.
You must decide on boosting an action/spell along with how much BP to expend before performing that action.
Boosting an action will increase its potency based on the amount of BP expended, with an additional effect being granted when 3BP is used on a single action.
The rest of the feat is purely examples of boost effects, feel free to discuss boost effects with your GM for specific actions/spells.
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Melee attack:
1 BP - add 1d4 to damage
2BP - add 2d4 to damage
3BP - add 3d4 to damage & 1d4 to attack roll
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Guidance:
1BP - add 1d4 to target's next two rolls
2BP - add 1d4 to target's next three rolls
3BP - add 3d4 to target's next roll
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Fireball:
1BP - add 1d6 to damage
2BP add 2d6 to damage
3BP add 3d6 to damage, and leaves the ground on fire for 1 round in a 20ft radius, damaging creatures 1d6 if they end their turn in the area of effect
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