Fight Or Flight Image

Fight or Flight is an original feat created by myself and my DM for the original purpose of narrative. However we found it to be quite good as both on a RP level and game mechanic level. KEEP IN MIND THIS IS A WIP. 
  
Fight or Flight is a a feat that can be both useful and harmful , a double edged sword if you will. This basis of it is that during an encounter you are able to tap into your basic primal instincts of ‘Run ***** Run!’or ‘******* Roids man no pain no gain!’. (This feat has many, many variables and conditions so please read them carefully but you can change this if you’d like to fit your campaign better)

Base Line Conditions: To activate this feat you must first enter into an encounter. You may then choose to activate either your Flight ability or your Fight ability which you must roll for to succeed (both success and failure have different outcomes). It’s one use a day after a long rest.

Fight: To activate you must make a CON save (failure and success both have different aspects).                                         
Success: To succeed you must roll 1d20 and roll a 12 or higher. Upon success roll 1d4 +2, level 1, for melee damage.(Ex. If you roll a 3 add 2 to get 5 you now add +5 damage to all melee attacks). You also get a +2 to STR checks and advantage on attacks. If you roll a nat20 you also get a +2 to attack rolls. Deactivates at the end of encounter or you can deactivate yourself by making a WIS check that’s above 10. If you fail nothing happens and you stay in fight mode.              
Failure: Upon failure of initial CON save roll 1d6, for self inflicted damage, 1d4 +5, for melee damage bonus, and 1d20, for Intimidation, which every creature, friendly or otherwise, in a 30ft radius must make an Insight check that succeeds 14 to avoid being Frightened. Once activated you have disadvantage on attack rolls, +4 to STR checks, and will attack friendlies if you fail a INT check of 13. You can not deactivate this until the threat is completely and utterly destroyed or if someone else succeeds a Persuasion check of 15. If you roll a nat1 you fail and go catatonic for 2 rounds and it doesn’t activate but if someone attacks you while in this state you can counter attack if you roll a d20 that’s higher than 15.

Damage rolls per level:                   
Success— Lvl 1-4: 1d4 +2, Lvl 5-9: 2d4 +2, Lvl 10-15: 3d4 +2 +Initiative, Lvl 16-19: 4d4 +2 +Initiative, Lvl 20: 4d4 2d6 +2 +Initiative.           
Failure— Lvl 1-4: 1d4 +5, Lvl 5-9: 2d4 +5, Lvl 10-15: 3d4 +5 +Initiative, Lvl 16-19: 4d4 +5 +Initiative, Lvl 20: 4d4 2d6 +5 +Initiative.

“I felt it before I saw it. We were ambushed by bandits in the night and as it looked like it was the end of the line I felt the air suddenly fill with bloodlust. When I looked towards it’s source I had to steady myself as I saw my companion, with glowing red eyes and an animalistic expression, leap on top of the leader and tear their throat out with his bear teeth”      
-Account of an adventurer

 FLIGHT: To activate this ability you must make a WIS saving throw.      
Success: To succeed you must roll 1d20 that succeeds 13. Upon success add +10 to speed, +4 to Athletics, Sneak, and Acrobatics, and +2 to DEX saves. When this activates you are unable to attack and enemies have disadvantage on attacks against you until you are able to hide or escape to a safe distance. If you roll a nat20 you can make counter attacks.    
Failure: Upon failure of initial WIS save you drop to the ground in shock and take 1d6 psychic damage that is rolled by DM. You are once on the ground you are prone and unable to attack for 5 rounds unless someone makes a Persuasion check against you and rolls higher than 14. If they fail this roll nothing changes. If you roll a nat1 you go catatonic for the entire encounter.

” As the beast approached I saw her eyes widen and her face turn as white as snow before bolting from it’s reach and disappearing into the forest.” 
-the story of a hunter

 

Fight Or Flight Image

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