Base Class: Rogue
Revel in the thrill of battle
Danger is part of the line of work for your average rogue. Most don't flinch at a spell's fiery blasts or the wayward breath of a dragon. Some make easy work of traps, and others make night life difficult. A select few, however, enjoy the thrill of being endangered. These rogues become adrenaline junkies.
Adrenaline Rush
3rd-level Adrenaline Junkie feature
You can gain a number of Adrenaline Points equal to your proficiency bonus. You gain one Adrenaline Point whenever you:
- Take damage.
- Succeed on a Dexterity (Acrobatics) or Strength (Athletics) check.
- Take the Help action in combat.
- Score a critical hit.
For every Adrenaline Point you have, your movement speed increases by 5 feet. All Adrenaline Points are reduced to zero if you are out of combat for 1 minute or if you do not gain any Adrenaline Points for one minute.
Down With The Swiftness
3rd-level Adrenaline Junkie feature
You can expend Adrenaline Points to gain advantage:
1 Point. On an Opportunity Attack or Dexterity (Acrobatics) check
2 Points. On a Dexterity saving throw
Reactive Reflexes
9th-level Adrenaline Junkie feature
You can expend an Adrenaline Point to take an additional reaction if you have already used your reaction. This reaction cannot be used to cast a spell. Additionally, creatures now provoke Opportunity Attacks from you when they enter your Reach.
Death-Defying
13th-level Adrenaline Junkie feature
When you are reduced to 0 hit points, you can expend 3 adrenaline points as a reaction to instead be reduced to 1 hit point.
Hyperactive
17th-level Adrenaline Junkie feature
When you roll for initiative, you gain 1d6 Adrenaline Points. Once per long rest, you can expend 6 Adrenaline Points as a Bonus Action to gain the benefits of a Short Rest, but you cannot gain any Adrenaline Points for the next ten minutes afterwards.
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