Fighter
Base Class: Fighter

There are some warriors throughout history that have displayed feats of extraordinary agility or strength, beyond what their natural ability would normally allow. This surge of energy comes from within and a disciplined mind is needed to control it while an adventurous heart is needed to produce what is known as adrenaline. An Adrenaline Master fighter utilizes their bodies natural ability to generate adrenaline in  ways that allow them to surpass even the most dangerous of foes. 

Malleable Adrenaline

Beginning when you choose this archetype at 3rd level the adrenaline your body usually produces becomes something you can consciously
harness and use. You gain a number of Adrenaline points equal to your levels in the fighter class. These points can be used to achieve
a variety of different Adrenaline Effects during combat. You gain access to more Adrenaline Effects as you gain levels in this class.
You regain all expended uses of your Adrenaline points after you finish a short or long rest.

3rd Level Adrenaline Effects
• Hyper Defense - You may spend an Adrenaline point after succesfully hitting a creature with a melee weapon attack to increase your AC
by an amount equal to your profiecny bonus until the start of your next turn. This effect ends early if you are rendered incapiciated or
unconcscious.

• Ruthless Strikes - You may spend an Adrenaline point before you take the first attack of your turn to channel your energy into creating
more ferocious attacks. Whenever you roll damage during the turn you used this feature you can add an additional d4 to the damage roll. This
die increases as you gain levels in the class becoming a d6 at 7th, a d8 at 10th, a d10 at 15th.

• Resilient Dash - You may spend an Adrenaline point when you move and until the start of your next turn you do not provoke opporunity attacks.

High Pressure Movement

At level 7 your body has begun to infuse adrenaline into your bloodstream at all times. Your movement increases by 10ft.  You also have advantage on initiative checks while you still have at least 1 Adrenaline Point.

Additional Adrenaline Effects

At 10th level you have become adept at using your Adrenaline in more ways granting you access to additional Adrenaline Effects.

10th Level Adrenaline Effects
• Quickened Vigilance - You may spend an Adrenaline point whenever something triggers a reaction you are capable of doing to carry out that reaction whether or not
you have already used your reaction this round.

• Bolstered Resilience - You may spend an Adrenaline point whenever you need to make a Dexterity, Strength, or Constitution saving throw to gain advantage on that
save.

• Purge System - You may spend an Adrenaline point at the start of your turn if you are currently being effected by the Stunned, Paralyzed, Incapacitated condition
to end that effect and then take your turn as normal.

Overclocked Body

At 15th level you have pushed your body to the limits a number of times and now are able to go past that limit. Whenever you score a critical hit or a critical hit is scored upon you, you gain one adrenaline point back. Whenever you use your Action Surge ability you regain a number of expended  Adrenaline Points equal to half your proficiency bonus (rounded down).

Adrenaline High

At 18th level when you roll initiative and have no Adrenaline Points left you regain 3. This does not allow you to make your initiative check with  advantage however as they are gained after the initiative roll.

Previous Versions

Name Date Modified Views Adds Version Actions
3/31/2019 8:51:20 PM
130
2
1
Coming Soon
6/1/2019 8:49:48 AM
625
14
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes