Fighter
Base Class: Fighter

There are some warriors throughout history that have displayed feats of extraordinary agility, 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 Conductor utilizes their bodies natural ability to generate adrenaline in ways that allow them to surpass even the most dangerous of foes. 

 

Adrenaline Rush

Beginning at 3rd level, you are able to use your adrenaline to go above and beyond your own limits. At the beginning of combat, you start with 5 adrenaline die, which are d4. An adrenaline die is expended when you use it. You regain all of your expended adrenaline dice when you finish a short or long rest. Whenever an ability says to roll an adrenaline dice you roll a d4. Your adrenaline die increases to a d6 at 5th level, a d8 at 8th level, a d10 at 11th level, and a d12 at 16th level. You can only use 1 ability per round, which increases to 2 abilities at 5th level, 3 abilities at 11th level, and 4 abilities at 16th level.

Hyper Defense - As a bonus action, after successfully hitting a creature with a melee weapon attack, you may spend an adrenaline die and roll it. Until the beginning of your next turn, the result of your adrenaline die are added to your AC, up to a maximum of +3
Ruthless Strikes - As a bonus action, after successfully hitting a creature with a melee attack, you may roll an adrenaline die and, when you next attack that creature, the result of the adrenaline die is added to both the attack and damage bonuses.
Resilient Dash - You may roll an adrenaline die and, until the end of your next turn, your movement speed is increased by the result of the adrenaline die roll x 5, up to a maximum of an additional 50 movement speed. 

High Pressure Movement

Beginning at 7th level, your body has begun to infuse adrenaline into your bloodstream at all times. Your movement increases by 15ft. Also, if you still have one Adrenaline Die at the beginning of combat, you have advantage on your initiative.

Additional Adrenaline Effects

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

Bolstered Resilience - If you were to roll a Constitution, Strength or Dexterity saving throw, you may use your reaction to roll an Adrenaline Die. When you do, you may add the result of your Adrenaline die to the saving throw.
Adrenaline Conduction - During your turn, you may spend an Adrenaline Die to touch a creature within 5ft of you. when you do, the creatures movement speed becomes doubled, and their AC is increased by 2. When this effect starts, roll the Adrenaline Die, and the creature keeps these effects for that amount of rounds. 
The Harder they Come - If you were to be attacked by a creature, you may spend your reaction to roll two Adrenaline Die. If you were to be attacked at any point until the beginning of your next turn, the damage is reduced by the results of the Adrenaline Die, and you add 1d6 damage to your next attack, up to a maximum of 3d6 additional damage. The maximum additional damage increases to 4d6 at 15th level, and 5d6 at 20th level. 

Quick Minded

Beginning at 15th level, you gain proficiency in Dexterity and Intelligence saving throws. Also, you may spend an Adrenaline Die to activate an ability named "Adrenaline Rush". When you do, for up to a minute, or whenever you choose to end it, your movement speed becomes doubled, your attacks deal an additional dice of damage, and you gain an additional 2 AC. When "Adrenaline Rush" ends, because of how badly you overworked your body, you're dealt an amount of d6's in psychic damage equal to half your fighter class, rounded up. This damage cannot be reduced or modified in any way. Also, you must roll a Constitution saving throw or become paralyzed until the beginning of your next turn. the DC of the Constitution saving throw is 8 + your proficiency bonus + your Constitution saving throw. 

Body's on Overtime

Beginning at 18th level, you've push your body to it's limits so many times, you've discovered how to push past that. You may spend two adrenaline die to activate the "Overtime" ability. When you do, you gain the abilities of a Barbarian Rage. This lasts for a full one minute and cannot be ended except from the duration ending. While the rage lasts, you're unable to be knocked Unconscious, become Incapacitated, Stunned or Paralyzed. Once this effect ends, you're dealt an amount of d6's in psychic damage equal to your fighter level. This damage cannot be reduced or modified in any way.

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