Base Class: Barbarian
Daredevils are infamous for their ambitious stunts, which they perform for as long as they breathe. Daredevils may have all sorts of reasons for their inability to think before they act, whether they are attention-seekers, cheapskates who'd do anything for wealth or just because they enjoy it, and no matter the reason they're always known for their bravery.
Bonehead
Starting when you choose this path at 3rd level, due to your bravery and willpower you gain the following benefits whilst conscious:
- Immunity to Frightened.
- Advantage on Saving Throws against being Stunned.
Howl of Pain
Beginning at 6th level, upon taking damage, you can use your reaction to unnatural howl, cry, growl, roar, screech or any other loud noise. All hostile creatures within 90 feet of you must make a Wisdom Saving Throw equal to 8 + your proficiency bonus + your Charisma modifier, becoming Frightened by you until the end of it's next turn. Upon using this feature, you cannot do so again until you have completed a long rest. You can instead knock them prone once you reach 10th level, or stun them once you reach 14th level.
Damage Affinity
Beginning at 10th level, you can choose one of the following benefits to benefit from whilst conscious:
Acerbic Flesh: Due to previous stunts involving harmful chemicals, you gain a resistance to acid damage. Upon being hit by an attack which deals extra damage on your next turn, you gain temporary hitpoints equal to that amount, up to 5 x your Constitution modifier.
Hypobody: Due to previous stunts involving extreme cold, you gain a resistance to cold damage. Your base walking speed cannot be reduced below 40, unless reduced to 0.
Devil's Skin: Due to previous stunts involving flame, you gain a resistance to fire damage. If you get hit by fire damage equal to or more than 10 hitpoints without your resistance, you gain tokens equal to the fire damage ÷ 10 rounded down to a minimum of 1, when you make a melee attack, you can spend a token to deal an extra 1d4 fire damage, you can do this after making your attack roll but before success is declared.
Bone Conduct: Due to previous stunts involving electricity, you gain a resistance to lightning damage. If you get hit by lightning damage, you can use your reaction to deal lightning damage equal to the amount you took to a creature of your choice within 10 feet of you, if the creature succeeds a Dexterity Saving Throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus, the damage they take is halved.
Dead Blood: Due to previous stunts involving loss of blood and undead monsters, you gain a resistance to necrotic damage. You are aware if an undead has been within 10 feet of your location within the last hour if you succeed a DC 14 Intelligence (Investigation) check.
Poison Fortitude: Due to previous stunts involving loss of poisons and toxins, you gain a resistance to poison damage. Upon being hit by poison damage or being inflicted with a poison, you can make a DC 16 Constitution Saving Throw, ignoring it's bonus effects on a success.
Acerbic Flesh
Due to previous stunts involving harmful chemicals, you gain a resistance to acid damage. Upon being hit by an attack which deals extra damage on your next turn, you gain temporary hitpoints equal to that amount, up to 5 x your Constitution modifier.
Bone Conduct
Due to previous stunts involving electricity, you gain a resistance to lightning damage. If you get hit by lightning damage, you can use your reaction to deal lightning damage equal to the amount you took to a creature of your choice within 10 feet of you, if the creature succeeds a Dexterity Saving Throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus, the damage they take is halved.
Dead Blood
Due to previous stunts involving loss of blood and undead monsters, you gain a resistance to necrotic damage. You are aware if an undead has been within 10 feet of your location within the last hour if you succeed a DC 14 Intelligence (Investigation) check.
Devil's Skin
Due to previous stunts involving flame, you gain a resistance to fire damage. If you get hit by fire damage equal to or more than 10 hitpoints without your resistance, you gain tokens equal to the fire damage ÷ 10 rounded down to a minimum of 1, when you make a melee attack, you can spend a token to deal an extra 1d4 fire damage, you can do this after making your attack roll but before success is declared.
Hypobody
Due to previous stunts involving extreme cold, you gain a resistance to cold damage. Your base walking speed cannot be reduced below 40, unless reduced to 0.
Poison Fortitude
Due to previous stunts involving loss of poisons and toxins, you gain a resistance to poison damage. Upon being hit by poison damage or being inflicted with a poison, you can make a DC 16 Constitution Saving Throw, ignoring it's bonus effects on a success.
Undying
Starting at 14th level, from the many stunts you have performed, and the deadly scenarios you have survived, you have gotten a new resilience that fights against death. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature in this way again again until you finish a long rest. Upon being hit whilst dying, you can make a DC 18 Constitution Saving Throw to only fail one death saving throw.
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