Fighter
Base Class: Fighter

Living in the wilderness is no easy task. You have had to fight for every moment. Through these challenges you have learned to control the burst of adrenaline you feel when faced with the natural challenges of the wild. This adrenaline boost and your knowledge of the wilds has allowed you to fight or flee more effectively.

Adrenaline Rush

When you choose this archetype at 3rd level, your body reacts as quickly as you do, sending adrenaline through your body to allow you to fight for longer.

When you roll initiative, you gain a number of temporary hit points equal to 1d10 + your Fighter level. Your Adrenaline Rush lasts for 1 minute. It ends early if you are knocked unconscious.

Also at 3rd level, your survival instinct leads to you always being alert. You gain proficiency in the Perception skill if you don't already have it. Additionally, Proficiency bonus is doubled for your Perception score.

High Alert

At 7th level, you have experienced dangers that surpass anything you have seen in the past, and as such have adapted to be more prepared for them.

While not incapacitated, you gain a bonus to your Initiative bonus equal to half your Proficiency bonus. Additionally, creatures don't gain advantage on attack rolls against you as a result of being hidden.

Fight or Flight

At 10th level, thanks to the adrenaline surging through your veins, your natural responses to danger have been heightened.

While you are under the effects of an Adrenaline Rush you gain one of the following effects:

Fight. You gain a bonus to damage rolls equal to half your proficiency bonus and you gain an additional 5 temporary hit points

Flight. Your movement speed increases by 10 feet. In addition you may take the Disengage action as a bonus action.

When you lose the temporary hit points granted to you by Adrenaline Rush, you retain these bonuses until the end of your next turn.

Adrenaline Surge

At 15th level, you are able to cause your body to tense up and protect vital organs.

When you use Action Surge, you gain an additional 1d10 + Fighter level temporary hit points.

Heightened Response

At 18th level, the adrenaline pumping through your veins heightens your natural responses further.

Fight. You gain a bonus to damage rolls equal to your proficiency bonus and you gain an additional 10 temporary hit points.

Flight. Your movement speed increases by 10 feet and your Armor Class increases by 2. Additionally, you may take the dodge action as a bonus action.

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