Once per turn (unless below conditions are fulfilled) you may attempt to land a black flash. You may forgo advantage from a single source to do this, and if you land a natural 20, you may deal an additional damage according to the chart below. If you land one, you enter the zone, and may attempt another (until you fail to land one). If you expend a focus point, you may pick an additional number to try to roll, that will also trigger a black flash (but not a critical hit). This number lasts for 1d4 rounds.
1st Black Flash
Roll an additional 2d12 damage. The barrier to landing a black flash is now 15-20 (RAF).
2nd Black Flash
Roll an additional 5d6 damage (DNS), and you have advantage on your next attack. This is a critical hit.
3rd Black Flash
Roll an additional 8d6 damage (DNS), and you have advantage on your next attack. The barrier to landing another black flash is 10-20 (RAF). This is a critical hit.
4th Black Flash
Roll an additional 12d6 damage (DNS), and you have advantage on your next attack. There are no further damage buffs. This is a critical hit.
DNS = Does not stack.
RAF = Reset after failure.
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