Fighter
Base Class: Fighter

When entering combat adrenaline pumps through the systems of most, however while the majority will use the opportunity to run or try and maintain a calm composure, you decide to throw caution to the wind and embrace the momentary advantage.

Adrenaline Junkies don't tend to be anyone special, instead just those who live for the thrill of the fight and let their bodies natural reaction take over.

Adrenaline Rush

Starting at 3rd level, if someone or something forces you to make a saving throw or they make an attack against you, you can, if willing, fill yourself with adrenaline, your adrenaline rush will only last 30 seconds before the shock wears off and you return to normal, however there is no limit to how many times a day you can enter this state.

When in an adrenaline rush you gain many benefits and drawbacks due to your loss of control. When rolling to hit a target with a melee attack you do not add your proficiency bonus, however you roll an additional damage die when calculating damage on that target.

When taking damage while in an adrenaline rush you gain resistance to all damage types except poison and psychic, however if you resist more then 10 x your proficiency bonus of damage when you end your adrenaline rush you gain 1 point of exhaustion, you can get rid of 1 point of exhaustion per short rest. You can also lift, drag, pull and carry double your normal carry weight when you are in an adrenaline rush.

Epinephrine Boost

Starting at 7th level, your ability to bounce back from injury improves to almost inhuman extents. When you use your second wind feature outside of your Adrenaline Rush you lose half of your exhaustion points rounded down, and while you're in your Adrenaline Rush you regain an additional number of hit points equal to half your constitution score rounded up, on top of this you gain a second use of the second wind feature, however you can only regain one use after a short rest or two on a long rest.

Additionally, while in your Adrenaline Rush you gain advantage on your Strength, Dexterity and Constitution saving throws, and gain disadvantage on your Intelligence, Wisdom and Charisma saving throws.

Enduring Fury

Starting at 10th level, through sheer force of strength if you can land a lucky hit you can stun enemies. When you score a critical hit with a melee attack during your Adrenaline Rush, you can choose to forgo the additional damage die to attempt a stunning blow. The target must succeed on a Constitution saving throw against a DC equal to 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. On a failed save, the target is stunned until the end of its next turn.

Additionally, as a reaction when you score a critical hit or reduce a creature to 0 hit points during your Adrenaline Rush, you can choose to expend a Hit Die. Roll a Hit Die and add your Constitution modifier to the total. The result is added to your current hit points, and your Adrenaline Rush duration is extended by a number of rounds equal to half the result (rounded down, minimum of 1 round).

Fortified Endurance

At 15th level, your ability to manage your exhaustion becomes unmatched, you have many ways to address and deal with the main flaw with your powerful fighting style. Whenever you roll hit die, whether it be during a short rest or as a reaction thanks to your Enduring Fury you can lose a number of exhaustion points equal to the amount of Hit Die rolled halved rounded up.

Additionally, you gain one additional use of your Second Wind feature and the amount of uses regained during a long rest increases to 3 and increases to 2 on a short rest.

Unyielding Onslaught

At 18th level, your mastery over the adrenaline rush reaches its peak, your veins bulge from your neck, your fists clench and every muscle in your body tenses. When Adrenaline Rush is activated you gain the following benefits:

  • +2 to Armor Class
  • Your speed is doubled (this speed can only be decreased through magical means).
  • You may make an additional melee attack with advantage as a bonus action.

However you automatically gain one point of exhaustion when Adrenaline Rush is activated.

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