Adrenaline Master (5e Subclass)
Adrenaline Master[edit]
Adrenaline masters are fighters deeply in tune with their survival instincts. These warriors harness their fear, anxiety, anger and desperation to enhance their abilities and survive against all odds. They are highly reactive, however, they have deep control over their adrenaline.
- Adrenaline Surge
Starting at 3rd level, whenever you under high stress, you enter in state of enhanced senses, force and speed, the state of Adrenaline Surge. When you use Action Surge, start your turn frightened or after taking damage on your last turn, you gain the following benefits until the start of your next turn:
- 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 your proficiency bonus. 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
Also at 3rd 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
Also at 7th 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 20th 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.
- Mind Blank
Starting at 10th 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.
In addition, you gain the additional Adrenaline Action below:
- Desperation. Whenever you are frightened, you can spend an adrenaline die to don't 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, you can spend an adrenaline die to force 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 the start of your next turn.
- Relentless Surge
At 15th 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.
In addition, you gain the following adrenaline action:
- Flight. You can spend 1 adrenaline die to gain the benefits of the Dash and Disengage action as a Bonus Action.
- Expontaneous Surge
At 18th level, you can enter in an Adrenaline Surge without taking damage or being frightened,and without using Action Surge, at the start of your turn.
You can use Expontaneous Surge twice, needing a short or a long rest before doing so again.
In addition, you gain the following adrenaline action:
- Fight. You can spend 6 adrenaline die to make one attack without using an Action, at the start of you or another creature's turn.
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