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Daredevil

DAREDEVIL

Though all who live may die, not everyone truly lives. Some Renegades value showmanship and something that teeters the line of courage and insanity. Daredevils thrive where others fear to follow. Taunting death with every chance the can, they are able to befuddle their enemies and companions alike attempting feats few would dare. In combat, Daredevils trade risk for reward, unorthodoxy breeding further life into every roll of the dice they make. 

Gain Expertise in both Athletics and Acrobatics. Gain proficiency in performance.

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ACROBAT

You only ever feel alive when standing at the precipice of death. You are able to hone your focus in these moments to allow you to perform feats that others find baffling. Whenever you attempt a Dexterity saving throw, do so with advantage. 

 

REBELLIOUS NATURE

At 3rd level, your rebellious nature has given you a will to survive if for no other reason than to say you could. Gain advantage on all constitution saving throws and fall damage is halved. In addition, if you fail your first two saving throws, you now have advantage on the third. 

You learn the Tech-Casting ability: Assess the Situation & Temporary Boost


ADRENALINE POINTS

The affect adrenaline has on you is modified into performing the task at hand. You gain Adrenaline points, which can be replenished after a long rest. These can be expended to give you +2 at level 3, +4 at level 6, +6 at level 10, and +9 at level 15; to perform a feat of your choosing. These points cannot be applied to damage. Additionally the amount of your adrenaline points will increase at each of the specified levels listed above. 
 

ADRENALINE RIDER

Also, at 3rd level, when utilizing an adrenaline roll on your turn, gain temporary hit points equal to your Renegade level until your next turn.

 

CROWD PLEASER

At 5th level all buffs cast on you by your allies are twice as effective, but if they have a duration, it is cut in half. 

Additionally, when an ally sees you perform a successful feat while using your final adrenaline point, gain the point back. Should you fail, lose all actions on your next turn while you recover.

You learn the Tech-Casting ability: Oil Slick

 

DEATH'S DOOR

Starting at 10th level, when you take damage that brings you to below 10hp, gain advantage on all physical actions you take. In addition, when rendered unconscious, you channel your adrenaline into keeping you awake for one final turn to perform one full action in that moment. Add your adrenaline point bonus, whether or not you have one left, to any rolls on this turn.

You learn the Tech-Casting ability: Toxin Purge

 

MADCAP

By 14th level you understand your boundaries and are able to bend them. You can now utilize up to 2 adrenaline points at once. On a success, only one is recovered when you utilize Crowd Pleaser. If you fail the roll, you lose the points, your turn, and take additional damage equal to the adrenaline points.

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You learn the Tech-Casting ability: Tech Override

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NEW ABILITY

By 15th level, you may use 

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