"There is an indominable quality within the human spirit that cannot be destroyed; a face deep within the human personality that is impregnable to all assaults" ~Chester Himes
You gain a number of adrenaline dice equal to your proficiency bonus +1. Your adrenaline dice are d6s. Whenever you are You can roll only one adrenaline die per turn, and an adrenaline die is spent when you roll it.
You can roll one adrenaline die under any of the following circumstances, with the indicated result:
- When you deal damage to a creature, spend one adrenaline die to deal extra damage to the creature equal to the roll.
- When you score a critical hit, spend one adrenaline die to gain temporary hit points equal to the roll.
- When you make a Charisma (Intimidation) check, or a Wisdom (Survival), spend one adrenaline die and add the roll to your check.
- If you has five unspent adrenaline dice, when you are reduced to 0 hit points, you can spend all five dice to not be knocked unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until you fail three death saving throws, and you die then only if you still have 0 hit points.
You regain all spent adrenaline dice when you finish a long rest.
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