Homebrew Feat: Adrenaline (Prerequisite: Level 1+)
Adrenaline
You have learned to push your body beyond its natural limits, channeling survival instinct and raw determination in moments of extreme danger.
Adrenaline Die
You have an Adrenaline Die, which starts as a d4 at the beginning of each session.
When you expend your Adrenaline Die, you must choose one of the following costs:
- You suffer one automatic failed death saving throw, or
- You gain one level of exhaustion at the end of the current scene (DM’s discretion)
Adrenaline Uses
When you expend your Adrenaline Die, you can apply the result to one of the following:
- Damage Boost (No Action): Add the result to a damage roll
- Attack Boost (No Action): Add the result to an attack roll (after rolling, before knowing the result)
- Defensive Surge (Reaction): Add the result to your AC until the start of your next turn
- Recovery (Bonus Action): Regain hit points equal to the result
- Focus (No Action): Add the result to an ability check
- Fortitude (Reaction): Add the result to a saving throw
Adrenaline Die Progression
Each time you expend your Adrenaline Die, it increases by one step:
d4 → d6 → d8 → d10 → d12
The die resets to d4 at the start of each session.
You can also increase the die by:
- Taking additional levels of exhaustion at the end of a scene
- Expending Heroic Inspiration to increase the die by one step and regain one use
Near Death
You are considered Near Death when your current hit points are equal to or lower than:
Your Hit Die maximum value + your Constitution modifier
When you enter this state, you gain one additional Adrenaline Die.
Recovery
- Short Rest: You regain one Adrenaline Die or remove one failed death saving throw (your choice)
- Long Rest: You regain all Adrenaline Dice and remove all failed death saving throws
(Exhaustion is not removed unless otherwise specified)
Adrenaline Talents
Starting at 1st level, you gain this feat.
At levels 3, 6, 9, 12, 15, and 18, you gain one additional Adrenaline Talent of your choice.
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