Black Flash Image
Prerequisite: Requires 15 Wisdom
 

Landing a Black Flash. When you score a critical hit, which must be a Natural 20 rolled on the d20 for it to count, with a weapon/unarmed attack, you can choose to make a DC 20 Wisdom saving throw. On a failure, nothing happens. On a success, you will land a Black Flash.

Black Flash. When landing a Black Flash, before the damage calculation, you gain additional damage based on the amount of cursed energy in the Cursed Strike or Cursed Weapon Enhancement. You deal additional force damage equal to the amount of critical hits straight to the power of 2.5, as seen in the following chart:

combo        Damage Dealt

1                  6 damage

2                  6 damage

3                  16 damage

4                  32 damage

5                  56 damage

6                  88 damage

7                  130 damage (Must possess 13 or more levels in the Monk Class)

8                  181 damage (Must Possess 20 or more levels in the Monk Class)

The Black Flash simply does not occur if the attack wouldn’t otherwise hit (such as if it was negated by an ability). After you land a Black Flash, it becomes easier to land another. Your next attack (if on the same turn) will trigger a Black Flash on a Natural 15 or higher, known as the Black Flash DC. For every Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, then restarting at a DC of 15.

In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. You will gain the following benefits for a number of minutes equal to your proficiency bonus. The benefits will last from during the turn you landed the Black Flash until those number of minutes after it.

You will gain a number of the following benefits equal to half of your proficiency bonus of your or your DM’s choice. Each benefit can not be taken more than once unless stated otherwise:

  • As a bonus action, you may make a DC 20 Wisdom saving throw. On a success, your ki pool will be refilled to its maximum. You may take this benefit more than once and you must gain this benefit again to use it after successfully refilling your pool.
  • If you are under the effects of exhaustion from using Domain Expansion, upon landing this black flash you may make a DC 20 wisdom saving throw, immediately ending the effects of exhaustion on a success. You may take this benefit more than once.
  • Your reverse cursed technique, if any, gives 5 more hit points per ki spent.
  • The die tier of your Cursed Strikes will increase by 1.
    After experiencing your first ever Black Flash, your understanding of cursed energy compared to those who have never landed one is like heaven and earth. When you use Black Flash for the first time, you now can gain the reverse cursed technique feat.

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2026 9:19:24 AM
0
1
--
Coming Soon
Black Flash Image

Comments

Posts Quoted:
Reply
Clear All Quotes