Rogue
Base Class: Rogue

Thrills. You love 'em, you seek 'em, you thrive on them. Its hard to go a day without seeking some excitement from the world around you. 

Rogues who choose this archetype use their natural adrenaline to fuel them through battle. They have learned to use the emotions of fear, anticipation, anger, and excitement to their advantage. Sometimes however, this can lead to quick fatigue in the form of exhaustion levels.

(Original concept by @Traach, this is just my edit.)

Delight in Heights

3rd-level Adrenaline Junkie feature

Your search for excitement has given you an appreciation of high altitudes. Starting at 3rd level, if you start your turn 20 or more feet directly above a solid surface, including flying or leaning over a higher ledge (such as a cliffside or rooftop), you have advantage on all attack rolls on this turn. In addition, in the same conditions, whenever you make an ability check with the following skills, treat a roll of 11 or lower on the d20 as a 12: Acrobatics, Investigation, Perception, Sleight of HandStealth.

While in the above position, you can execute a drop attack on a target below you. The target must be within a certain radius of the space directly below yours. This radius is half of the difference between your elevation and the target's, rounded up to the nearest 5. If the attack lands, it is a critical hit, and half the damage you would take from the fall is applied as additional damage (not doubled by the critical hit). You also do not take fall damage from this drop attack; you instead roll to a space 10 feet away from the point where you and the target land in a direction you choose, or the furthest point in that direction if you are interrupted by a wall or object. If you impact a wall or object in this way, you take 1d6 bludgeoning damage. If the attack misses, you take fall damage as normal. The additional damage from the fall is not applied if you are under the effects of something that reduces or negates fall damage, such as the feather fall spell.

Adrenaline Surge

3rd-level Adrenaline Junkie feature

Also at 3rd level, the excitement of combat gets the adrenaline pumping in your blood. This is represented with Adrenaline Points, which can be spent on your Adrenaline Surge options. You have a maximum number of Adrenaline Points equal to your rogue level, and you gain one third of your maximum points (rounded up) whenever you roll initiative.

At the end of each of your turns in combat, if you took at least 1 action or bonus action, gain 1 Adrenaline Point. If you hit with at least one weapon attack during your turn, gain 1 additional Adrenaline Point. If you apply your sneak attack damage to that attack, gain 1 additional Adrenaline Point. If the attack was a critical hit, gain 1 additional Adrenaline Point. 

Adrenaline Surges do not require an action, bonus action, or reaction to use, unless stated otherwise. You can use any number of Adrenaline Surges at a time, but you cannot use the same one multiple times on the same trigger. You can use a total number of Adrenaline Points equal to 3 times your Rogue level in a single combat with no repercussions - if you use more than that, you gain a level of exhaustion one minute after combat ends. Adrenaline Points also expire one minute after combat.

See the Adrenaline Surge table below for details on your Adrenaline Surge options.

Ability

Level Requirement

Adrenaline cost

Description

Reflexive Correction 

3

2

When you miss with a melee attack roll, roll 1d4 and add the result to the total, potentially turning the miss into a hit.

Power Trip

3

3

After rolling the damage die for a melee weapon or for your sneak attack, reroll any number of those dice. You must keep the new roll(s).

Instinctive Dodge 

5

Up to 5

As a reaction whenever you would be hit by an attack, spend up to 5 Adrenaline Points to increase your AC by the number of Adrenaline Points spent until the start of your next turn.

Sprint

5

Up to 10

Spend up to 10 Adrenaline Points to increase your walking speed by 5 feet per Adrenaline Point spent until the start of your next turn.

Hurried Strike

7

3

At the end of any creature's turn, make a weapon attack against a creature other than the one whose turn just ended.

Heroic Avoidance

7

3

When you would benefit from your Evasion feature, choose a friendly creature within 5 feet of you. That creature also benefits from the effects of Evasion until the start of their next turn. Only one ally can have this benefit at a time.

Uncanny Endurance 

9

3

When you use Uncanny Dodge, your reaction is not expended. In addition, you gain temporary hit points equal to half of the damage you did not take.

Hair Trigger

11

5

Immediately after rolling initiative, you can decide to set your initiative score to 25. Your movement speed increases by 20 feet for the first three rounds.

Running on Fumes

15

5 - 15

If you would be reduced to 0 hit points, spend between 5 and 15 Adrenaline Points to instead remain at 1 hit point, and gain temporary hit points equal to twice the number of Adrenaline Points spent.

 

Overactive

9th-level Adrenaline Junkie feature

At 9th level, your high energy can be used to help with completing tasks. As an action, you can enter a state of hyperactivity, called Overactive. Overactive can be used once per short rest and lasts for 10 minutes, but it can be extended or used again by taking 1 level of exhaustion for an additional 10 minutes. A single instance of Overactive can be extended more than once. All levels of exhaustion gained this way are removed at the end of a short rest.

While you are Overactive, standing up from being prone does not cost movement, and you gain a climbing and swimming speed equal to your walking speed. Your movement is not slowed or hindered by difficult terrain during Overactive, but any other effects of difficult terrain - such as damage - still affect you.

Also while Overactive, you can perform 1 hour's worth of work in 10 minutes. This does not accelerate the casting of spells, but can be applied to most other non-combat functions, such as cleaning a house, creating a detailed object with artisan's tools, or crafting a magical item.

Thrill of Pain

13th-level Adrenaline Junkie feature

At 13th level, pain is just a sensation to remind you that you're alive. The first time you take damage on a creature's turn, gain 1 Adrenaline Point. Anytime you take damage, for every 10 points of damage you take from a single source (rounded down), reduce that damage by 1 point. This damage reduction does not apply to critical hits or to damage to which you are vulnerable.

Thrill of Fear

13-level Adrenaline Junkie feature

At 13th level, fear becomes but another source of strength for you. You are immune to the frightened condition. Any time you would become frightened, you instead gain Adrenaline Points, up to your maximum. Adrenaline Points gained in this way outside of combat remain as long as the frightened condition would have, unless you roll initiative while you have them; in that case, treat them as normal. Once you have used this effect, it cannot be triggered by the same source again for 24 hours.

Eager to Fight

17th-level Adrenaline Junkie feature

At 17th level, your thirst for excitement gives you surplus adrenaline. When you roll initiative, gain extra Adrenaline Points equal to one third of your initiative score, rounded down (do this before deciding to use Hair Trigger). You also automatically win any initiative ties.

In addition, any attacks made against you before your first turn in combat are made with disadvantage. 

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/13/2023 4:25:11 AM
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