Base Class: Rogue
While some rogues may be afraid of getting into the fray, you embrace the fear of death and danger. Whether you were an acrobat in a circus, a criminal who participated in daring city escapades, or some other reason, nothing brings you more excitement than a near-death experience.
Stunt Training
At 3rd level, your exploits have taught you how to scale buildings and other obstacles, as well as how to protect yourself from falls. You gain a climbing speed equal to your walking speed, and you take half as much damage as you normally would from falling while you are not incapacitated.
Adrenaline Rush
Starting at 3rd level, you can use the fear from life threatening scenarios to your advantage. When you take damage or after you make a saving throw against being frightened (whether you succeed or fail), you can use your reaction to increase your speed by 10 feet and gain advantage on one attack roll or ability check you make before the end of your next turn. You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Nerves of Steel
By 9th level, you have conquered many of your fears. You have advantage on saving throws against being frightened.
Thrill of Battle
At 13th level, the thrill you get from being in dangerous situations sustains you. When you use your Adrenaline Rush reaction as a result of taking damage, you also gain temporary hit points equal to half the damage taken. These temporary hit points are applied after the damage has been taken.
Defy Death
Beginning at 17th level, your adrenaline can keep you alive against all odds. When you are reduced to 0 hit points, you can use your reaction to expend a use of your Adrenaline Rush ability and drop to 1 hit point instead, as well as gaining the normal benefits from Adrenaline Rush. After using your reaction this way, you cannot do so again until you finish a long rest.
Previous Versions
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2/26/2022 1:06:14 PM
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1.1
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Coming Soon
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