Prerequisite: Strength 14 Dexterity 14
You learn how to manage your adrenaline to your advantage. Upon entering combat you may choose Fight or Flight, both of which have perks and consequences.
PASSIVE:
- +5 bonus to initiative
During combat you may pick one of the following traits before rolling initiative:
Fight (+1 Exhaustion levels after combat):
- Advantage on STR & CON saving throws
- Double Proficiency in Athletics & Intimidation
- Add 1d6 to all damage rolls
- +10 temp health
Flight:
- Receives the Frightened condition for 3 combat turns
- Advantage on DEX & CON saving throws
- Double Proficiency in Athletics & Stealth
- Add 1d6 to ability checks
- +10 movement speed
If your Exhaustion level exceeds 2 and you enter combat, you will be forced to choose the Flight option with the following restrictions:
- Remove DEX & WIS saving throw advantages
- No double proficiency in Athletics or Stealth
- No additional die to action rolls
- No movement speed bonus
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/27/2020 12:22:32 PM
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5
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1
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Coming Soon
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