Adrenalineer

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Adrenalineer

The Adrenalineer lives for thrills. They are willing to put themselves into situations that would make even seasoned adventurers flinch. After every near death experience, they explode with a surge of energy that allows them to perform daring feats. Foolhardy, brash, and confident, they dive into danger with a singular thought: "I have never felt more alive".

Adventures The Adrenalineer is not one to sit at home and watch the world go by. Adrenalineers make natural adventurers, seeing every task as another opportunity to get their next fix.

Characteristics Adrenalineers walk the line of controlled chaos. They may be a little mad, or they just love the rush of energy they get from living on the edge.

Alignment Any. Adrenalineers typically lean Chaotic, but there a few Lawful Adrenalineers, looking to bring some spice to their otherwise buttoned down existence.

Religion Adrenalineers can view religion differently. Some favor the gods of luck and protection, to keep them alive so they can keep getting thrilled, while others are atheists, and view what they do as a self-empowering ritual.

Race Any

Other Classes Due to their recklessness, Adrenalineers find a kind of kinship with Barbarians and some Fighters. They can think Wizards are a bit too stuffy for their tastes, as being cloistered up reading books kills their vibe.

Role The Adrenalineer wants to be in the front lines, taking risks, and feeding their abilities through tenuous situations.

Hit Points

Hit Dice - 1d8 per Adrenalineer level.
Hit Points at 1st Level - 8 + Constitution Modifier
Hit Points At Higher Levels 1d8 (or 5) + Constitution Modifier

Proficiencies

Armor - Light armor
Weapons - Simple Melee Weapons, Martial Melee Weapons
Tools - Healer's Kit or Poisoner's Kit
Saving Throws - Dexterity, Constitution
Skills - Choose two of the following - Acrobatics, Athletics, Intimidation, Medicine, Performance, Survival.

Saving Throw

As an Adrenalieer , unless otherwise noted, the saving throw difficulty check (DC) for your class features and special abilities is as follows:
Saving Throw DC 8 + your proficiency bonus + your Constitution modifier

Starting Equpiment

  • 5 Javalins or any Simple Melee weapon.
  • Leather Armor or a bag with 10 gp
  • Longsword, Battleaxe, or Warhammer
  • Dungeoneer's Pack or Explorer's Pack

Multi-classing

To multi-class as an Adrenalineer, you must have a Constitution of 13 and meet the prerequisite(s) for your current class (as per the PHB, p163).

Class Features

Adrenaline Surge

Adrenaline is the key component for an Adrenalineer, and fuels most of their abilities. At the end of a short or long rest, your Adrenaline Surge count becomes 1. You cannot have more Adrenaline Surges than your Constitution Modifier Plus the number listed on the class chart under Surge Cap. You receive an Adrenaline Surge under the following circumstances:

  • When you take or score a critical hit
  • The first time you recover from 0 HP per round
  • When you are targeted with an opportunity attack
  • When you use a point of Inspiration

Once per round, during your turn, you may expend an Adrenaline Surge to gain Temporary Hit Points equal to 3x your Proficiency Modifier as a free action. You cannot use this ability if you already have temporary hit points.

Surging Strike

You expend a sudden burst of energy to attack with surprising strength. Whenever you make a melee attack, as a bonus action, you can spend up to your proficiency modifier + 1 in Adrenaline Surges. You deal an additional 1d8 damage per surge spent this way. The target of the attack has Advantage on any attack rolls made against you, and you have Disadvantage against any saving throws imposed upon you by that enemy, until the end of your next turn.

Eyes on Me

Your frenzied style and mannerisms can start to get under the skin of your opponents. Starting at level 2, when you are hit by an enemy within 5 feet of you, you can spend a reaction and an Adrenaline Surge to force the enemy to make a Wisdom Saving Throw. On a failed save, the target has Disadvantage on all attacks that don't include you until the end of it's next turn. If the target damages you with an attack while under the effects of Eyes on Me, gain 1 Adrenaline Surge.

Adrenaline Path

Not everyone gets their rush following the same path. Starting at 3rd level, you start to find your Path. Once you select your Path, you gain the features for that Path at 3rd, 7th, 11th, 15th, and 18th level. The paths are Daredevil, Bloodthirster, and Masochist.
(Sample Path Benefits - Daredevil - use bonus action to move half your speed -> gain resistance against Opportunity Atacks, Bloodthirster - Gain Adrenaline Surge for each 8 on Surging Strike, Masochist - Gain Surge whenever you take damage equal to or greater to your Temp Hit Point total)

Ability Score Increase

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.

One Track Mind

As you survive more thrills, you become more daring. Starting at level 5, you may add your Proficiency Bonus to any saving throw against Charm or Fear effects. If you are already proficient in the saving throw, instead gain Advantage.

A Nose For Bull

People may think you recklessly dive into all situations, not caring for what's going on. And yes, that may be true, but that doesn't mean you don't pay attention. You've learned the tell-tale signs of a liar, and you've gotten especially good at cutting straight to the heart of the matter. Starting at 5th level, if you speak honestly with someone for at least a minute, gain Advantage on all Insight rolls against the subject.

Heightened Stamina

Your ability to survive this long is admirable. You are more adept at controlling your Adrenaline, and have learned to use it to make you feel invincible. Starting at 7th Level, after a short or long rest, you reset to 2 Adrenaline Surges. Additionally, when you spend an Adrenaline Surge to gain Temporary Hit Points, you now gain 5 times your Proficiency Bonus in Temporary Hit Points, instead of 3, and when you spend Inspiration, you gain two Adrenaline Surges, instead of 1. Finally, as a reaction, you can spend an Adrenaline Surge expend all of your temporary hit points to increase your Armor Class by your proficiency modifier. You must decide to use this ability before damage is revealed.

Threatening Presence

Your behavior on the battlefield strikes fear into the hearts of your enemies. Starting at 9th level, the range of your Eyes On Me increases to 20 feet, affects any number of hostile creatures in range, and can be triggered by any enemy you can see, rather than any enemy within 5 feet of you. Additionally, any creature who fails their saving throw suffers (Proficiency Modifier)d6 Psychic Damage. On a successful save, they take half damage.

Shake it Off.

As you pump yourself up, you've figured out how to shrug off ailments. Starting at 10th level, when you spend an Adrenaline Surge to gain temporary hit points, the next saving throw you make this turn has Advantage. Additionally, you may spend an additional Adrenaline Surge to recover as many Hit Points as you gained Temporary Hit Points.

Make Your Own Luck

Starting at 10th level, you can impose Disadvantage on yourself on your next Weapon Attack Roll in order to gain two Adrenaline Surges. This Disadvantage cannot be canceled by any number of instances of Advantage. Additionally, you can spend two Adrenaline Surges to grant yourself Advantage on an attack once on each of your turns as a free action.

Friendly Fire

You find that your friends are as useful as your foes for your purposes. Starting at 13th level, you generate an Adrenaline Surge when you are hit by a friendly ability that also damages a creature hostile to you. You can spend your Reaction to make a melee attack at a hostile creature within your Reach struck by the same allied ability.

Desperate Attack

Sometimes, you just need to make something dead, no matter the cost. Starting at 14th level, once per long rest, when you spend Adrenaline Surges to Surging Strike, you can increase the damage die from d8s to d12s. If you do this, you must succeed on a Constitution saving throw against your own save DC. Add 1 to the DC for each Adrenaline Surge spent. On a failed throw, you fall prone from exerting yourself.

Tough Hide

Starting at 17th level, you can spend your Reaction to use an Adrenaline surge to give you Resistance to all damage until the end of the current turn.

Peak Performance

Starting at 20th level, you gain the following benefits when you have at least 6 Adrenaline Surges

  • Resistance to Bludgenong, Slashing, Piercing, Fire, Ice, Thunder, and Force damage.
  • Deal an additional 2d10 on non-Surging Strike attacks.
  • Hostile creatures within 10 feet of you need to make a Wisdom Saving Throw at the beginning of their turn. On a failed save, the creature makes all attack rolls against your allies at Disadvantage.
Adrenalineer
Level Proficiency Bonus Features Surge Cap
1st +2 Adrenaline Surge, Surging Strike 1
2nd +2 Eyes on Me 1
3rd +2 Adrenaline Path 1
4th +2 Ability Score Increase 2
5th +3 One Track Mind, Nose for Bull 2
6th +3 Heightened Stamina 2
7th +3 Path Feature 3
8th +3 Ability Score Increase 3
9th +4 Threatening Presence 3
10th +4 Shake It Off, Make Your Own Luck 4
11th +4 Path Feature 4
12th +4 Ability Score Increase 4
13th +5 Friendly Fire 5
14th +5 Desperate Attack 5
15th +5 Path Feature 5
16th +5 Ability Score 6
17th +6 Tough Hide 6
18th +6 Path Feature 6
19th +6 Ability Score Increase 7
20th +6 Peak Performance 7
 

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