
Replacing Inspiration, when you roll a natural 20 on any ability check or saving throw you gain a point of adrenaline. You may also gain adrenaline when the Dungeon Master sees fit, such as when a player does something heroic or amusing. You may have up to your proficiency modifier in adrenaline points, once you run out of available space you may give your point of adrenaline to an ally for them to use on their next ability check, saving throw, or attack roll. When using your adrenaline points you may state if you wish to use them after you roll the d20, but before the Dungeon Master determines if the roll fails or succeeds. The adrenaline point is a d6 that you may add to your rolls.
Previous Versions
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8/18/2022 7:33:00 PM
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Coming Soon
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This is not a normal feat. This is just a house rule I use that replaces the inspiration system.