Adrenaline Junkie
Subclass features
Adrenaline Junkie
Level 3Live Fast, Die Young
Adrenaline Junkies live for the thrill, taking on increasingly death-defying stunts until they grow bored of it all or it kills them. Some subscribe to a grim fatalism, whereas others indulge in excitement-laden decadence.
Adrenaline
Whenever you begin your turn while you are Bloodied, you gain an Adrenaline Battle Die, which is a d6. You can only have one such Battle Die at a time, which is lost if you are no longer Bloodied.
Stim Potion
When you finish a Long Rest, you can brew a number of Stim Potions, invigorating concoctions of herbs, equal to your Constitution modifier. These potions retain potency until you finish a Long Rest, after which they become inert.
When you drink a Stim Potion as a Bonus Action and at the start of each of your subsequent turns for 1 minute, you can choose one of the following benefits (no action required). When you use one of these benefits, you take Necrotic damage equal to one roll of your Battle Die. This damage ignores Resistance and Immunity and bypasses Temporary Hit Points.
Bullet Time
The next attack made against you before the start of your next turn has Disadvantage.
Hyper Focus
You have Advantage on the next attack roll you make before the end of your turn.
Live Fast
Level 6Your reckless exploits grant you the following benefits.
Insane Stunt
You gain Heroic Inspiration whenever you make an ability check using Strength, Dexterity, or Constitution that has Disadvantage due to its impracticality, danger, or challenge.
Tuck and Roll
You take no damage from falling 60 feet or less.
Daredevil
Level 10While you are Bloodied, you can take a Reaction when a creature you can see misses you with an attack to gain Temporary Hit Points equal to half your Vagabond level plus your Constitution modifier.
Adrenaline High
Level 14Your Adrenaline Battle Dice are d8s. Additionally, you gain two Adrenaline Battle Dice at the start of each of your turns while you are Bloodied and one Adrenaline Battle Die while you aren't Bloodied.
Raw data
{
"name": "Adrenaline Junkie",
"__prop": "subclass",
"source": "ValdaSpire24Extras",
"className": "Vagabond",
"shortName": "Adrenaline Junkie",
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"subclassFeatures": [
[
{
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"type": "entries",
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"source": "ValdaSpire24Extras",
"entries": [
"{@i Live Fast, Die Young}",
"Adrenaline Junkies live for the thrill, taking on increasingly death-defying stunts until they grow bored of it all or it kills them. Some subscribe to a grim fatalism, whereas others indulge in excitement-laden decadence.",
{
"name": "Switching to Adrenaline Junkie",
"type": "inset",
"entries": [
"When you gain a Vagabond level, you can switch your subclass to Adrenaline Junkie from any other subclass. You might choose to do so, for example, if you chose the Avenger Secret and you have successfully exacted vengeance against all of your targets or if you abandon your vows as a Knight Errant."
]
},
{
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"entries": [
"Whenever you begin your turn while you are {@status Bloodied|XPHB}, you gain an Adrenaline Battle Die, which is a {@dice d6}. You can only have one such Battle Die at a time, which is lost if you are no longer {@status Bloodied|XPHB}."
],
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},
{
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"entries": [
"When you finish a {@variantrule Long Rest|XPHB}, you can brew a number of Stim Potions, invigorating concoctions of herbs, equal to your Constitution modifier. These potions retain potency until you finish a {@variantrule Long Rest|XPHB}, after which they become inert.",
"When you drink a Stim Potion as a {@variantrule Bonus Action|XPHB} and at the start of each of your subsequent turns for 1 minute, you can choose one of the following benefits (no action required). When you use one of these benefits, you take Necrotic damage equal to one roll of your Battle Die. This damage ignores {@variantrule Resistance|XPHB} and {@variantrule Immunity|XPHB} and bypasses {@variantrule Temporary Hit Points|XPHB}.",
{
"name": "Bullet Time",
"type": "entries",
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"The next attack made against you before the start of your next turn has {@variantrule Disadvantage|XPHB}."
]
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{
"name": "Hyper Focus",
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"You have {@variantrule Advantage|XPHB} on the next attack roll you make before the end of your turn."
]
},
{
"name": "Rush",
"type": "entries",
"entries": [
"You take the {@action Dash|XPHB} or {@action Disengage|XPHB} action (no action required)."
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"entries": [
"Your reckless exploits grant you the following benefits.",
{
"name": "Insane Stunt",
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"You gain {@variantrule Heroic Inspiration|XPHB} whenever you make an ability check using Strength, Dexterity, or Constitution that has {@variantrule Disadvantage|XPHB} due to its impracticality, danger, or challenge."
]
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"entries": [
"While you are {@status Bloodied|XPHB}, you can take a {@variantrule Reaction|XPHB} when a creature you can see misses you with an attack to gain {@variantrule Temporary Hit Points|XPHB} equal to half your Vagabond level plus your Constitution modifier."
],
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"entries": [
"Your Adrenaline Battle Dice are d8s. Additionally, you gain two Adrenaline Battle Dice at the start of each of your turns while you are {@status Bloodied|XPHB} and one Adrenaline Battle Die while you aren't {@status Bloodied|XPHB}."
],
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}