Base Class: Barbarian
For most barbarians, rage is the source of their strength, but for those who walk the Path of Adrenaline, it’s all about the rush. These adrenaline junkies thrive on the edge of danger, choosing to "get pumped" rather than succumb to the usual blood-fueled rage. When they're pumped up, their bodies move with impossible speed, doubling their movement and sharpening their reflexes. Dexterity, not brute force, becomes their weapon, allowing them to outmaneuver their foes with blinding quickness. Of course, all that speed comes with a price—unlike their raging counterparts, pumped-up barbarians don’t gain any of the usual resistances, so they feel every hit that lands.
Living fast is more than a motto for these barbarians—it's a way of life. They’re even more reckless than your average berserker, constantly pushing the limits and flirting with disaster. But as they grow in power, they master the art of balancing fury with finesse, able to switch between rage and the adrenaline-fueled rush at the start of each turn, adapting to the battle as it unfolds. Whether they're tearing across the battlefield or lashing out in a frenzy, one thing is for sure: these barbarians live for the thrill, and they’ll do anything to keep the rush going.
Pumped Up
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 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 the Dexterity (Acrobatics skill) 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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