This feat has two main abilities.
Death's Door:
When you go down, instead of entering death saving throws you can choose to enter a state of undeath. While in this state the following applies: You have 1d6 hitpoints. Every round until you exit this state you lose 1 hitpoint. You gain an additional 1d6 health when dealing any kind of damage. If you die in this state, you die immediately without entering death saving throws. To end this state you must be either healed at least 1 hitpoint or kill an enemy. When you exit this state your hitpoints are whatever number they were when you entered that state + any amount you were healed. You also gain one level of exhaustion.
Light Left:
When you make an attack (You have to use this ability before the attack hits) you can use this ability as a bonus action (This ability can be used three times per short or long rest). When you do, roll 1d20 and apply the following effects:
- Charcoal - Change the damage type to fire
- Shudder - Change the damage type to cold
- Bolt - Change the damage type to lightning
- Overdrive - Double your damage
- Point - Halve your damage
- Crush - Stun the enemy until the start of your next turn
- Backlash - The target of the attack is now you
- Evil Eye - If the target has a CR (Challenge rating) of 1d4 or lower, it suffers instant death
- Pain - If your attack would have killed the target, instead the target's health is set to 1
- Blue Gale - Your attack misses
- Bright Chance - If your attack requires the target to make a saving throw, the target automatically succeeds. If your attack does not require a saving throw, reroll.
- Just Awake - The target is knocked backward 15ft. If they hit a wall, their movement stops and they take 2d6 bludgeoning damage
- Jajanken - Roll 1d3 (or 1d4 and reroll on a 4) and apply the following effects: 1. Add 1d8 to your damage 2. The target automatically fails any saving throw your attack requires them to make 3. You move 5ft backward without taking opportunity attacks; your attack gains 5ft of range for this turn, but reverts back to normal after your turn ends
- Rebound - If your target doesn't die from your attack and you are in range, they use a reaction to attack you
- Haha - Nothing happens
- Flashing Burn - You take the damage from your attack, but instead of rolling you take the maximum amount of damage (for example, if your attack is 1d8, you take 8 damage) Any effects of the attack (Saving throws, conditions, etc) do not trigger this time
- Empower - Your attack does nothing this turn. Your target gains an additional 1d8 for their next attack
- - If your class have spell slots, this attack uses one spell slot of your lowest available level (for example, if you have used all of your 1st level spell slots, this attack uses a 2nd level slot); if the attack already used a spell slot, it uses another. If your class does not have spell slots, take 1d4 damage.
- Internal Fracture - Your health is set to 1. If your health was already 1, you die.
- - Roll 1d4 and your target gains one of the following conditions for the rest of its life: 1. Poisoned 2. Defeaned 3. Blinded 4. Incapacitated
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