Once every long rest you may run, jump, spin, climb, or any combination of the four in an additional 10 feet in any direction and target a wounded creature. This will add an acrobatics check [roll]1d20[/roll] to any damage dealing attack. If this roll succeeds it will override the roll to hit and automatically hit.
- On a critical success (20) roll you must explain what moves you made before you add an additional [roll]1d12[/roll] damage to your attack, if this would bring target to under 5 HP you will execute it in an incredible way.
- On a successful (10 or above) roll you may add an additional [roll]1d6[/roll] to the attack and if this attack would bring the target to under 3 HP you will execute it in a stylish fashion.
- On a failed (9 or below) roll you must make a dexterity (DC 10) save, on success you are granted advantage on your next attack, on failure you are knocked prone.
Every time you successfully execute a target with this feat the DM may rate your kill with style points. You may spend as many style points as you want as a bonus action for certain benefits however you may only redeem one benefit at a time.
- You may regain 1 HP for every 2 style points spent.
- You may add +1 Chance to Hit on your next attack for every 2 style points spent.
- You may add +1 AC during your next 3 turns for every 3 style points spent.
- You may use this feat again in the same encounter for 10 style points.
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