During your turn, if you are half health or lower, you can activate this feat. This allows the player to roll an 11DC in a Dexterity(DEX) save with 1d20(+proficiency). If said throw passes, then said player deals 1d10 extra damage for the first hit attack this turn. If said player fails, the player takes 1d8 Psychic damage as backlash, they gain no extra damage from this effect. If they have one of the following status effects: Grappled, Restrained, or Frightened, they could attempt to escape being Grappled or Restrained with advantage. And if Frightened, they gain 10 feet of movement for the turn in which this is activated.
The player, if they have not used this feat their last turn, may use it as a reaction to an attack that they can see. If the enemy that attacked them is within 10 feet of them, they still take the set damage, but counterattack against their attacker in the form of a reckless rush. The player rolls like they would for a normal attack, though the total is divided by 2, since it is a reaction, and they do not gain the benefit as the original effect of this feat, though they don't have to pass the feat's DC. If the attacker is farther than 10 feet from the player, the player rolls 1d8 and subtracts it from the total damage.
The player can only activate this effect 1 every 3 turns. (counter starts once used [used on your 2nd turn, next time it can be used is your 5th turn])
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