Reckless Abandon, Stoic Resolve Image
Prerequisite: level 8+, Constitution score of 16+
 

Danger is the spice of life, you are unconcerned and undaunted when faced with it and may even be excited by it. You welcome enemy attacks and eschew armor and shields. Your stance is confident and strong, inviting attacks from opponents willing to take the gamble that they can take you out before you can take them out.

Reckless Abandon

Taking this feat removes any proficiency you have with armor or shields. In exchange you are immune to fear effects or effects that would otherwise make you flee battle and add your Constitution modifier as a bonus to damage. Special: If you have a feature that grants unarmored AC bonuses your base modifier is changed to be your proficiency bonus plus modifiers instead of what it normally is (ex: Monk Unarmored Defense would be proficiency bonus + Dexterity mod + Wisdom mod instead of 10 + Dexterity mod + Wisdom mod).

When you make an attack you can choose to spend a hit die, if you do roll one hit die and add the result to attack and damage but take the result as damage. You may reroll this hit die, taking the second result even if it is worse.

You gain +1 to attack and damage on further attacks after expending a hit die, this effect can stack up to 3 times and resets after not taking damage for one round. You take 1 damage at the end of your turn for every point of this bonus if you attacked in the round (minimum 1). Enemies receive this bonus to their attacks (not damage) against you if they have Advantage on the attack.

When in combat your stance appears to be wide-open to attack granting enemies the option to treat their attacks as having Advantage against you (they do not have to accept this advantage source, though other sources may render this a moot decision) and potentially making you look like a more inviting target than your allies.

When an enemy hits you with an attack they had Advantage on you gain the following benefits for one round:

  • You gain Advantage made against enemies that have attacked you this combat.
  • You may make attacks and move towards opponents that have damaged you even if you would otherwise be prevented from doing so (such as from paralysis or being grappled/restrained) as long as you are not at 0 HP. (Note to GM, if you want you can even interpret this as being allowed to barrel through obstacles or make giant leaps into the air)
  • You may move up to your movement speed towards and attack an enemy that has attacked you this combat as a reaction to them attacking you, resolving before their attack resolves.

 

Stoic Resolve

You grow stronger the closer you are to death, gaining the following benefits at certain HP thresholds. 

  • If you are at or below 50% HP you gain a +1 to attack, damage, and saves.
  • If you are at or below 25% HP you gain +2 to attack, damage, and saves,  reduce all incoming damage after resistance by 1, and you critically hit on 19 or 20.
  • If you are at or below 10% HP you gain +3 to attack, damage, and saves, reduce all incoming damage after resistance by 2, you critically hit on 19 or 20, and have Advantage on saves.
  • If you are at or below 10 HP you gain +3 to attack, damage, and saves, reduce all incoming damage after resistance by 3, you critically hit on 18 or 20, have Advantage on saves, and deal an additional 1d6 damage on attacks per point of your Constitution modifier. (ex: +3 Constitution modifier would be +3d6)

If an attack would drop you to 0 HP you may expend a Hit dice, roll it and reduce the damage (after resistance) by an amount equal to the result plus your Constitution modifier. If this prevents you from reaching 0 HP you heal for double the amount, if it does not you automatically stabilize. This effect is useable a number of times equal to your Constitution modifier per short or long rest. Special: if you have the Second Wind ability or similar healing ability (such as Lay on Hands) you may use it while at 0 HP once per long rest as a reaction to making a death save or being incapacitated but stable.

Break Upon Me

The ultimate expression of your self-confident, reckless nature; the ultimate gamble either you fall or the enemy sees their power turned against them.

As an action you may challenge an opponent to attack you with everything they have, forcing Advantage against you if they rise to the challenge (enemies need not understand your words, only the intent). When issuing this challenge you accept all attacks made by the opponent (attacks automatically hit, roll to see if attacks crit) and maximize the damage from any attack or effect they make against you (you still save against effects that require saves), in return you attack back with one devastating blow after their attacks and effects resolve. This attack is a guaranteed hit (and crit if the opponent crit you, otherwise roll to if the attack is a crit) with bonus damage dice equal to the damage dice they would have rolled against you (this bonus dice pool is assembled based on whatever dice they would have rolled, ex: +8d8 +20d6 +8d4). You may use this effect once per long rest, the use does not count if the opponent does not attack you or otherwise deal damage to you. You may move any distance towards the opponent in order to make your attack, including making a great leap into the air if your target is airborne (you will still take fall damage after the attack resolves if you had to leap particularly far and will still be at whatever depth of water if you dove down).

Special: Damage you take from environmental effects adds to the damage of Break Upon Me but is not maximized nor increased by a crit.

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Reckless Abandon, Stoic Resolve Image

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