Fighter
Base Class: Fighter

Daredevil

Based on the class: Daredevil by Vascord.

In a great desert expanse of cracks and fissures, a human jumps over maw of an adult dragon, and lands on a pile of bones. She doges out of the way of a claw, narrowly missing her and smashing into the rubble underneath.

A group of bandits surround a lone traveler, nearly all at the same time they are cut down. He sheaths his longsword and continues. A grin on his face, and a motor in his heart.

A laughing halfling is chased down narrow streets, her pursuers getting further and further behind. Until she appears behind them, and slaughters before they can scream.

Eccentric Warriors

Persistent, impulsive, hot-headed, Daredevils harness these traits to boost themselves in combat. They are constantly dodging Death's scythe, and growing bolder by the moment. Daredevils are often called thrill seekers, or adrenaline junkies. And they tend to live up to these names.

Artists of Battle

A Daredevil's combat is as breathtaking as a Bard's stage. By using any tools, creatures and environment around them, they present a thrilling performance for all those observing, or participating. Dancing through a fight, a Daredevil's only equal is the Bladesingers of old.

Dangerous Life

In everything that they do, a Daredevil finds excitement. Why take the mountain path when the mountain is a path itself? If you kill someone, why not make it memorable? They can't. Some Daredevils turn to smuggling or other illegal activities to stimulate themselves outside of combat. If Death can't take time to play, then find something nearly as good while you wait.

Dodging Stunt

Daredevils are accustomed to being in the fray, blocking and parrying at unnatural speeds.

At 1st level, when a creature within 60 feet hits you with an attack, you can use your reaction to roll an Athletic or Acrobatic skill check. Depending on your result, you gain the following amount of AC against that attack:       

Result Bonus
15-19 +1
20-24 +2
25-29 +3
30+ +4

 

If you dodge the attack, you may move 10 feet without provoking opportunity attacks. However, if you do not, the creature can add their proficiency bonus to the damage. If you choose to use your reaction in this way, you can do so again an amount of times equal to your proficiency bonus. You have a minus 1 penalty for each use after the first. 

Thrill

Daredevils live for the thrill of the fight. The hot adrenaline pumping through their veins as they cut foe, after foe down, leaving only them standing in the middle of the blood-soaked battlefield.

At 3rd level, Daredevils learn to utilize the thrill of combats. They can earn Thrill points in a variety of ways, and spend them to abilities.

You can gain Thrill points through the following methods:

  • Rolling initiative.
  • Hitting a creature with a melee attack.
  • Reducing a creature to 0 hit points.
  • Dodging an attack with Rapid Maneuvering.
  • First time you fall below half health in a fight (3 Thrill points).
  • Falling from at least 15 feet.

 

Once you have gained a Thrill point through one of these methods, you cannot use that same method again until the start of your next turn, or until you use another one .

If your turn ends and you have not gained any Thrill points since your last turn, or if there's no hostile creatures fighting you, you lose 1 Thrill point.

You can have a maximum number of Thrill points at a time equal to your proficiency bonus.

Additionally, you can count as being in Two Weapon Fighting if you hold a weapon that you are proficient in with two hands, making you able to attack with that same weapon or with an unarmed strike as free action. This weapon must not have the Heavy trait.

 

Quick Feet
As a bonus action, you can use 1 Thrill point to move directly next to a creature within 15 feet without provoking opportunity attacks. You can pass through other creatures' space and difficult terrain without any penalty.

Dance with Death
You can spend 1 Thrill point to gain the following effects until the start of your next turn. Whenever you kill a enemy, you gain an additional 10ft. of movement speed and 5 temporary hitpoints. You also gain +1 to hit with your next melee weapon attack. If this creature is killed as a reaction, you still gain the temporary hitpoints, and you can move up to 5ft. immediately after. If you do not kill an enemy before the start of your next turn, you must succeed a DC 15 Constitution Saving Throw or suffer one level of exhaustion.

Blood Fueled Strength
When you have at least 1 level of exhaustion, you can spend 1 Thrill point to ignore its effects until the start of your next turn. Once you use this feature, you gain an extra level of exhaustion at the end of combat (maximum 1 level, although you can use this ability indefinitely through combat).

Frenetic

Amidst a grueling battle, a daredevil dances with their prey.

At 3rd level, by spending 1 Thrill point as a free action, you become frenetic until the start of your next turn.

While frenetic, enemies cannot gain advantage on attack rolls against you by non-magical means, and you can make an extra attack immediately after you use an Attack action (this can only be used once per turn), and you can add your proficiency bonus to your melee damage. As you level, you gain additional, optional effects while frenetic. You can spend one Thrill point to add two extra effects while frenetic and you must have the effect unlocked. The effects are as the following:

  • 5th level: Gain advantage on the first attack made against a creature (you can select this effect again and have it affect the second attack, and so on).
  • 9th level: Gain advantage on dexterity saving throws.
  • 13th level: Gain advantage on saving made to withstand condition effects.
  • 17th level: Gain gain advantage on athletics and acrobatics checks.

When you are no longer frenetic (each use after the first per combat), you roll a Wisdom saving throw with a DC equal to 10. If you fail, you gain a level of exhaustion. Every time after, the DC for the saving throw increases by 3, which resets after combat ends.

Once you reach level 6, when frenetic is active you count as being in half cover if you are within 5ft. of three enemies. The amount of enemies needed becomes two at level 12.

Predator or Prey?

While you are chasing or being chased, you gain advantage on Athletic or Acrobatic skill checks. You only gain this effect if you are moving your full movement speed (this does not include dashing).

When you would normally take fall damage, you can use your reaction to reduce the damage by your acrobatics modifier plus an amount of 1d4s equal to your proficiency bonus.

In addition, you gain proficiency in all vehicles when they are moving at dangerous speeds.

Extra Thrill

Instinctive Retaliation

When you are about to take damage by a melee attack, you can spend 2 Thrill points as a reaction to retaliate against the attacking creature. You can make an attack against the target, if you hit, you deal damage according to your weapon’s damage dice, and the target must drop its weapon. You may choose its weapon to land anywhere within a cone 5ft. wide, and an amount of feet long equal to your Strength modifier (minimum of 1). You must have line of sight, it must be able to move along the trajectory, and it cannot deal damage to any creatures or objects. In addition, you only take half the damage from the attack of the creature if you succeed. The target does not drop their weapon if it has the Heavy trait.

If your attack does not hit, you take the full damage and then you fall prone. You do not gain a thrill point for succeeding your attack.

Sweeping Strike
When you make a melee attack against a creature within 5ft., you can spend 1 to 3 Thrill points and target an number of creatures equal to the amount spent within 5ft. If the original roll would hit them, you can roll damage against those creatures (individually). 

Blood Orchid

Starting at 15th level, you can spend a thrill point immediately after you kill a creature to pull the creatures around you closer. All creatures within 15ft. must succeed a DC 17 wisdom saving throw, or be forced to use all their movement to try to be within 5ft. of you. This does not trigger opportunity attacks. Targets are unable to willingly move from this space until the start of you next turn. Creatures are immune to this effect if they cannot smell, hear or see, or if they are immune to being charmed. This range increases to 30ft. at 18th level.

Whirlwind of Teeth and Claws

At 18th level, you can spend 3 thrill points as an attack action to hit all creatures within 5ft. You cannot add any modifiers to this (unless magical). You do not gain thrill points from this.

 

In addition you now gain advantage in saving throws made against being frightened, and you gain a thrill point when you succeed this saving throw.

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