Barbarian
Base Class: Barbarian

Path of Adrenaline barbarians are always in search of the next thrill. Excitement is reason enough to enter battle or leap from a cliff. They engage in exceedingly risky behavior both on and off the battlefield as they are constantly chasing their previous high. Adrenaline junkies, as they are often called, are less resilient than other barbarians, prioritizing speed over strength. As they become more powerful, adrenaline junkies are able to seamlessly switch between rage and adrenaline to adapt to any situation.

Pumped Up

3rd-level Path of Adrenaline feature

Your excitement often outweighs your anger. You can use a bonus action and expend a use of rage to instead become pumped as adrenaline courses through your body. While pumped, you gain the following benefits if you aren't wearing heavy armor:

  • Your walking speed is doubled.
  • When you make an attack using Strength or Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

If you are able to cast spells, you can’t cast them or concentrate on them while pumped.

You remain pumped for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your pumped status on your turn as a bonus action. All other barbarian abilities that apply to rage also apply to the pumped status.

Harnessed Rage

6th-level Path of Adrenaline feature

You have learned to harness your anger and easily switch between rage and adrenaline. If you are pumped at the start of your turn, you may switching to raging without expending a use of rage. Similarly, if you are raging at the start of your turn, you may switching to pumped without expending a use of rage. 

Daredevil

6th-level Path of Adrenaline feature

Your body excels in dangerous situations. You gain proficiency with acrobatics and have advantage on saving throws to prevent or end the frightened condition.

Adrenaline Surge

10th-level Path of Adrenaline feature

You have learned to harness your adrenal glands. When pumped, you can generate an extra surge of adrenaline granting you an additional action as the world slows down around you. At the end of the second action, your pumped status immediately ends. This ability cannot be used during the same turn as an action surge.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level, your pumped status does not end after using this ability.

Too Legit to Quit

14th-level Path of Adrenaline feature

When your adrenaline is pumping, nothing can stop you. While you are raging or pumped, you cannot be charmed, frightened, restrained, stunned, or knocked prone. If you would be charmed, frightened, restrained, stunned, or knocked prone when you are not raging or pumped, you can immediately use a reaction to enter rage or become pumped.

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12/20/2023 4:04:05 AM
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