Blood Raid Fury
The Drakar enters a primal fury, gaining increased power, speed, and ferocity but suffering exhaustion afterward.
Racial trait
Drakar Race
Bonus Action
Self
Lasts until the Drakar fails to hit a target during their turn
Advantage on melee attack rolls.
•+15 feet movement speed.
•+1d6 bonus damage once per turn.
•Extra attack when using the Attack action.
•The Drakar ignores the effects of any current levels of exhaustion while Blood Raid Fury is active.
Negative Effects: None during activation, but exhaustion builds up after use.
Visuals: The Drakar’s exoskeleton darkens and shimmers, their eyes glowing with a fierce intensity. The air around them seems to vibrate with their heightened energy.
Aftereffects: Once the fury ends, the Drakar appears visibly fatigued, with slower movements and heavier breathing.
After each use, the Drakar suffers levels of exhaustion equal to the number of times they have activated this ability in a single day.
• If the Drakar activates Blood Raid Fury while already suffering from exhaustion, the levels gained increase based on their current exhaustion level. For example:
• If the Drakar is at 1 level of exhaustion, using the ability again grants 2 more levels (total 3). If they are at 2 levels, using it adds 3 more (total 5).
• Accumulating 6 levels of exhaustion results in death, making repeated use highly risky.
• Recovery time for exhaustion follows the standard rules.
This trait allows the Drakar to push their physical limits at the cost of accumulating exhaustion. It emphasizes their fierce, aggressive nature but also highlights the danger of overusing this ability.