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.
Rouges 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.
Delight in Heights
Your search for excitement has given you an appreciation of high altitudes. If you are within 5 ft of a ledge that has a drop of at least 20 feet high or suspended in the air at least 20 feet high, gain advantage on all attacks, investigation, acrobatics, perception, stealth, and sleight of hand checks
In addition you can make a diving melee attack on a creature 20 feet or more below you. This attack is taken at advantage and if hits, any fall damage that would be taken is instead applied as bonus damage to the target of the attack. If miss you take fall damage as normal. In order to apply fall damage, effects that would stop fall damage like feather fall or fly cannot be active on your character when making the attack. This attack can use benefits from sneak attack. You can do this once per short rest.
Adrenaline
Starting at 3rd level the excitement of combat gets the adrenaline pumping in your blood. You gain access to a new resource called Adrenaline which can be spent to activate Adrenaline abilities.
Your maximum adrenaline points are equal to your rouge level up to 12. You cannot have more than 12 maximum adrenaline.
You start each initiative with adrenaline points equal to your rouge level divided by three (rounded down) and lose all adrenaline at the end of initiative. For each turn in which you take at least one action, or bonus action you gain 1 adrenaline. If you hit with at least one weapon attack during your turn, you gain 2 Adrenaline instead. If you hit with at least one sneak attack, gain 3 Adrenaline instead. If you hit with a critical strike gain 4 adrenaline instead.
Adrenaline can be spent to use abilities specific to the Adrenaline Junkie Archetype. Adrenaline abilities do not take an action, bonus action or reaction, unless stated otherwise. There is no limit to how many adrenaline abilities can be used in a turn but but the same ability cannot be stacked on one action. For example you can use a Rigorous Thrust and a Harsh Blow on an attack but can't use two Harsh Blows on the same attack. WARNING: Using 5 or more Adrenaline between the start of your turn and the start of your next turn will cause you to suffer from 1 level of exhaustion once initiative ends. This effect can cause you to suffer from multiple levels of exhaustion at once if applicable.
As you level up more actions become available at level 7, 9, 11 and 15. See table below
Ability |
Level Requirement |
Adrenaline cost |
Description |
Rigorous Thrust |
3 |
2 |
Add 1d4 to your next melee attack roll this turn. |
Harsh Blow |
3 |
3 |
Re-roll any or all damage dice. You must use the new roll. |
Evasive Maneuver |
5 |
1 - 7 |
Use your reaction to temporarily increase your AC. |
Sprint |
5 |
1 - 12 |
Add 10 feet per Adrenaline spent to your movement this turn. |
Hurried Strike |
7 |
3 |
Make another weapon attack |
Heroic Avoidance |
7 |
3 |
Use your reaction to grant any friendly creature within 5 feet the benefit of your evasion until the beginning of the friendly creature's turn. |
Uncanny Adrenaline |
9 |
3 |
Use Uncanny Dodge without actually expending your reaction. |
Ludicrous Speed |
11 |
5 |
Make yourself top initiative and add half your movement speed until the end of initiative. |
Running on Pure Adrenaline |
15 |
1 - 12 |
If reduced to 0 or less hit points gain temporary hit points. The temporary hit points gained equal the amount of adrenaline points used times 2. |
Maximum adrenaline level equals your rogue level until level 12. You cannot gain more maximum adrenaline levels past 12. Adrenaline Actions can only be used during combat unless stated otherwise.
Overactive
At 9th level your high energy can be used to help with completing tasks. Once per short or long rest you can activate overactive.
While overactive is activated standing from prone requires no movement. Climbing and difficult terrain no longer restrict movement. Swim speed is doubled.
Overactive can also be used to quickly complete tasks that would normally take a long long time, like cleaning a house, reading a book or crafting an item. Any task that would normally take an hour to complete only takes 10 minutes if overactive is used.
Overactive can be used more than once per rest, but a level of exhaustion is suffered for each extra time used once overactive is expired.
Thrill of Pain
At 13th level, when you take damage that you are not vulnerable to, you gain 1 adrenaline point and additional hit points per 10 hit points that you lose as a result of this attack. Hit points for additional adrenaline points do not accumulate if a creature makes multiple attacks.
Thrill of Fear
At 13th level terrifying scenarios become incredibly appealing to you. You are immune to the frightened condition. Situations that would normally give you the frightened condition instead give you maximum adrenaline points. If a saving throw is normally required, there in so need for it now. This can only occur once per long rest.
Eager to Fight
Starting at 17th level, your thirst for excitement has given you vigorous adrenaline. When you start initiative you gain adrenaline points equal to your initiative roll divided by 4 (rounded up). You also automatically win any initiative ties.
Additionally enemy creatures who take attacks against you before your first turn in initiative do so with disadvantage.
I love the idea of this subclass, but I think some balance changes are definitely needed.
For example, if you use 12 adrenaline points on the Sprint ability you gain a speed of 150ft, and you can cunning action dash to double it, making you move 300ft in 6 seconds, or 34 Mph. For the record, Usain Bolt’s top speed was 27.8 Mph
There are other problems as well such as vague wording or mechanics that don’t make sense in 5e; but overall I really like the creativity of this subclass.
Running on Pure Adrenaline works kind of like a last stand against death, but you don't actually return to consciousness when you gain THP if you're at 0 hp, is this some kind of inconsistency or was it just designed to protect you while you're down?
HELL YEAH! octane for facking life fellow octane main mate.
The Adrenaline feature's pretty cool. It'd make fighting more fun, and way more interesting.
This is just Octane from Apex Legends in D&D. Being an Octane main myself, you have no idea how happy this subclass makes me. Great job!
I'm getting Octane feels... anyone else
I absolutely love this sub-class. I suggest you try it out if you're a subscriber :)
I've got to say I am kinda flattered you based the subclass on "Daredevil" and put your own spin on it. Gives people more resources to work with on the get-go as opposed to requiring the first turn for setup, nice idea.
I would recommend clearing up some more wording with evasive maneuver. It's implied but try to be explicit about how adrenalin scales with the AC bonus you get.
you would take the fall damage if you miss, it would likely kill you at level 3. its a risk, and only available if a tall building or ledge is nearby, not to mention the amount of time climb to set up the attack.
So if you get a friend to grapple someone in like an alleyway between high-rise buildings, you could jump off a building to make a dive attack, get advantage because you're making the attack from a ledge, fall 10 stories, and deal 13d6 + 1d4 damage at level 3? seems kinda busted, but its only once SR so I like it.
I love this subclass, but I noticed that the 9th level ability Overactive is missing some info. It says that you can only use it once without gaining exhaustion, but you forgot to mention how long it lasts. Just wanted to let you know!
DAMNIT! Dyslexia you got me again.
Rogue is often misspelled as rouge.
I thought about that, but honestly I think it will be one of those things that seems complicated on paper, but once you start playing it becomes easier to keep up with. This is alo meant to be a subclass for more experienced players. I would not recommend a new player choosing this subclass.
Hi this is good but this part -
"You start each initiative with adrenaline points equal to your rouge level divided by three (rounded down) and lose all adrenaline at the end of initiative. For each turn in which you take at least one action, or bonus action you gain 1 adrenaline. If you hit with at least one weapon attack during your turn, you gain 2 Adrenaline instead. If you hit with at least one sneak attack, gain 3 Adrenaline instead. If you hit with a critical strike gain 4 adrenaline instead. "
hurts my head and I think it could be simplified, maybe make it so there's not so many specific things that have to occur within the same action to gain adrenaline. I think sneak attacking should be one I agree with that, but the rest is too specific. If I were to do it I would make it something easier to remember like sneak attacking, ending your turn within 5 ft. of an enemy, and using cunning action, these all sound like things that would cause adrenaline to me.
Just a suggestion, cool class, been looking for something like this.