Adrenaline Master (5e Class)

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Adrenaline Master[edit]

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Adrenaline Surge[edit]

Starting at 1st level, whenever you under high stress, you enter in state of enhanced senses, force and speed, the state of Adrenaline Surge. When you start your turn frightened or after taking damage on your last turn, you gain the following benefits:

  • You add your Adrenaline Score to your attacks and damage rolls, Strength, Dexterity and Constitution checks and saves and Wisdom (Perception) checks.
  • You gain a pool of Adrenaline Dice, which are d4s, equal to half your level in this class (rounded down). All dice are lost when the surge end. These dice fuel some features you gain from this class.

These benefits last until the start of your next turn, ending earlier if you are knocked unconscious or if you regain hit points.

Adrenaline Actions[edit]

At 2nd level, whenever you have Adrenaline Dice, you can use one of the adrenaline actions described below.

Heightened Attention

You can spend an adrenaline die to add it to the result of a Wisdom (Perception) check. When you do so, you can take the Search action as a bonus action.

Ignore Wound

You can spend any amount of adrenaline dice as a reaction to reduce the damage of weapon attacks.

Enhanced Muscularity

When you hit a creature with a melee attack, you can spend any amount of those dice and add it to the damage dealt.

Pain Tolerance[edit]

Also at 2nd level, your control over your adrenaline lending a great deal of pain tolerance. Whenever you take damage from an attack, you can use your reaction to delay the damage. You don't take that damage and, instead, record the damage taken.

At the start of your turn when you choose, or after 1 minute, you take the damage recorded. You can delay a single instance of damage, increasing by 2 at 5th level, 3 at 11th level and 4 at 17th level.

If you are reduced to 0 hit points while you have delayed damage stored, you automatically fail 1 death saving throw for each instance of damage delayed.

Primal Instinct[edit]

At 3rd level, you may choose to be guide by one of your primal human instincts. You may choose between the instinct of Fight, Flight or Survival, described at the end of the class description.

Your chosen instinct give you features at 3rd, and again at 6th, 10th and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Combat Surge[edit]

At 7th level, when you roll initiative, you can enter in Adrenaline Surge without taking damage or being frightened, lasting until the start of your next turn.

Relentless Surge[edit]

At 11th level, when you are reduced to 0 hit points, you can spend all your Adrenaline Dice to be reduced to 1 hit point instead. You must have all your Adrenaline Dice to do so.

In addition, on your turn after using this feature, you gain Advantage on all your melee weapon attack rolls.

Mind Blank[edit]

Starting at 15th level, your surges shield your mind from harmful influences. While you are in an Adrenaline Surge, you have Advantage on your Wisdom and Charisma saving throws.

Expontaneous Surge[edit]

At 18th level, you can enter in an Adrenaline Surge without taking damage or being frightened, at the start of your turn.

You can use Expontaneous Surge twice, needing a short or a long rest before doing so again.

Primal Instinct[edit]

Primal Instinct: Fight[edit]

Impetus

At 3rd level, you can enter in a Adrenaline Surge on your turn, without using an Action and not requiring you to take damage.

You can do so a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Brutal Surge

Also at 3rd level, your surge make you specially violent. While in an Adrenaline Surge, you cause additional 1d4 damage with your melee weapon attacks. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Retaliate

At 6th level, whenever you are in an Adrenaline Surge and take damage from a creature within 5 feet, you can make a melee weapon attack against that creature using a reaction. On a hit, you cause damage equal to the damage taken.

The damage type is the same from the weapon you are using (or bludgeoning if you are unarmed). If your weapon is magical, this damage also is.

You can't use this feature if you have chosen to delay the damage.

Desperation

At 10th level, whenever you are frightened, you no longer suffer disadvantage on attack rolls made against the source of fear, and you can freely move closer to your source of fear.

In addition, when you hit your source of fear with a melee weapon attack, that creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or that creature is frightened of you until you are no longer in a surge. The condition ends early if you haven't attacked the creature since your last turn.

Ravaging Surge

At 14th level, when you enter in your Adrenaline Surge spending a use of Impetus, you can make one attack against each creature within your melee range (no action required).

Primal Instinct: Flight[edit]

Agile Escape

Starting at 3rd level, your adrenaline surge enables you to escape dangerous situations. When you take the Dash action, you also gain the benefits of the Disengage action.

In addition, if you are prone when you take the Dash action, you instantly get up without using any movement.

Running Surge

Also at 3rd level, when you are in an Adrenaline Surge, you can take the Dash action as a bonus action. In addition whenever you Dash, you ignore non-magical difficult terrain, and opportunity attacks against you have Disadvantage.

Violent Charge

At 6th level, once per turn when you hit a creature with a melee attack when moving at least 10 feet after taking the Dash action, you force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your ability modifier). On a hit, the target is pushed a distance equal to the distance you moved, and take additional 1d6 damage for each 10 feet of movement you had before hitting that attack, falling prone afterwards.

Escape Artist

At 10th level, whenever you are in an Adrenaline Surge, you can end the grappled and restrained conditions on you using a bonus action.

In addition, when you are under the effects of the Dash action, you can't be targeted by opportunity attacks, have Advantage on Dexterity (Acrobatics) check and your jump height and distance doubles.

Violent Escape

Starting at 14th level, whenever you take the Dash action, you can force a creature within 5 feet of you to make a Strength saving throw against your Violent Charge save DC, or that creature suffer the effects of being hit by a Violent Charge as if you had moved 10 feet.


Primal Instinct: Survive[edit]

Unbreakable

Starting at 3rd level, you gain the ability to not only withstand pain and punishment, but to complete ignore it. When you are in an Adrenaline Surge, you can choose to eliminate one instance of delayed damage (no action required).

You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Unstoppable

Starting at 6th level, when you start your turn in Adrenaline Surge and at half your maximum hit points or lower, you regain a number of hit points equal to half your Adrenaline Master level.

Defensive Combat

When you reach the 10th level, whenever you take the Dodge action, you can make a melee weapon attack as part of the same action.

Violent Rebuke

When you reach the 14th level, whenever you use your Unbreakable feature to eliminate an instance of delayed damage, you can make a melee attack. You can do it at any moment (not necessarily on your own turn). On a hit, you cause additional damage equal to the amount of damage delayed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Martial Weapons, Medium Armor

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