Base Class: Barbarian
Many Barbarians fight for many different reasons. Some fight for survival, some fight for honor and glory, some fight for their people. But those who take the Path of the Hyperactive Gladiator are only for those who truly enjoy the rush and cacophony of battle. These Barbarians practically live for the thrill combat gives them and have even changed their techniques to match with it, using the adrenaline coursing through their veins to the greatest potential.
Hyperactive Gladiators take advantage of the adrenaline flowing through their veins and hidden reserves of energy and take it to the best applications possible, pushing the body to extents no one had thought possible.
Note: Probably pretty unbalanced because this is my first time making a subclass, but I thought the idea was cool, and I wanted to make a Barbarian that was more mobile and chaotic than your typical brutish meat slab, while also having some strong abilities you can use too, but at heavy costs.
Adrenaline Rush
Starting at level 3, you gain 12 Adrenaline Points. Adrenaline Points can only be used while raging, and will allow you to gain certain buffs and benefits from being exchanged. Any skills that cost Adrenaline Points to use can be used at any point during your turn as a free action.
If you expend all Adrenaline Points, you gain 2 levels of exhaustion, although exhaustion gained from spending all Adrenaline Points cannot kill you and exhaustion gained this way will be recovered from faster than normal, 2 per long rest instead of 1.
Here's what you can use Adrenaline Points at this level:
Lost in the Thrill
-- Gain back all movement after hitting an enemy. (Costs 2 Adrenaline Points)
Tough Skin
-- Reduce incoming damage by Constitution modifier + Barbarian level. (Costs 4 Adrenaline Points)
Bloody Excitement
After significant training, you've learned how to further your style of combat and enhance your strengths.
-- Your amount of Adrenaline Points is increased to 16.
You also gain two new abilities
Brutal Momentum
-- You get an extra action and bonus action if you hit a creature you haven't already hit this turn with a melee attack. You also get to use dash as a bonus action until your turn ends. (Costs 2 Adrenaline Points)
Overbearing Strength
-- Gain advantage on attack rolls and gain an extra hit dice on the next attack you do. (Costs 4 Adrenaline Points)
Rejuvenation through Pain
After ruthless training, you've learned to stay in the action, even through pain and injury.
Starting at level 10, your maximum Adrenaline Points are now increased to 20
you gain a new ability:
Heartrate Spike
-- You gain temporary hitpoints equal to the damage you deal/dealt this turn, or alternatively you can gain temporary hitpoints equal to your Barbarian level + Constitution. (Costs 8 Adrenaline Points)
Adrenaline Junkie
You've completely perfected this unique, if not wild, brazen, and chaotic way of fighting. Now, even when you're nearly down for the count, you're able to get up and keep fighting, even when it should be physically impossible to. You're sort of like a phoenix, but way less majestic and way more brutal.
Starting at level 14, your total Adrenaline Points is increased to 26.
You also unlock a new skill:
Feral Surge
-- If you reach 0 health and still have 12 Adrenaline Points (or more), you're able to instantly bring yourself back from the brink, recovering half your health and instantly recovering all Adrenaline Points. You also slash wildly all around you upon using this skill, dealing 2d6 damage to any creatures within 10 feet of you.
After your rage ends, you will pass out and any unspent Adrenaline Points will be lost. After using this ability, you're unable to use it again for 1d4 long rests.
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