Base Class: Fighter
Warriors of this kind use adrenaline to fuel their movements and their attacks.
Adrenaline Rush
At level 3. Using a bonus action you can choose to start an Adrenaline Rush or once combat begins adrenaline rush is active. The Rush remains active until combat ends or 1 minute passes outside of combat. During the Rush, movement speed is doubled with advantage on strength checks and +1d4 damage on a successful hit. On the downside, during the Rush, Dexterity checks are at disadvantage.
Quick Minded
At Level 7. During an Adrenaline Rush, you now have advantage on intelligence and wisdom checks. While Adrenaline Rush is active, Enemy attacks have -2 to hit.
Steady Will
At Level 10. When being attacked by sneak attack, surprise attacks or attacks during surprise rounds, those attacks are made at disadvantage. Also, during Adrenaline Rush dexterity checks are no longer at disadvantage.
Fast Reflexes
At Level 15, You can use a reaction to attack an enemy that just attacked you. The attack is an automatic hit.
Fear's Master
At Level 18. During an Adrenaline Rush, movement speed is tripled and damage dealt is doubled. During an Adrenaline Rush, you have advantage on all ability checks and Enemy attacks are made at disadvantage.
Previous Versions
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6/8/2020 2:03:14 AM
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