Daredevil
Wretch stood up from his bike to take on the latest challenge to his authority over his savage biker gang, ready to break his neck he wrapped a chain around his fist to add weight to his blows, as he knew he would need every advantage to win. Strength and resolve was the only thing that these men respected.
A Punk rails on his guitar and lets his rage against the machine out in a microphone. He knows what the sellouts think of him, but he doesn't care. He's here to make a point. At the end of his last song, he smashes his guitar onto the stage floor over and over until only the strings are left holding the parts together. He winded up and flung it into the air and up and down into the audience. "I'll make my own!" He shouted.
These Daredevils, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury., More than mere emotion, their anger is the ferocity of a cornered animal. Others draw from a rolling reservoir of anger at the world full of pain. For every daredevil's rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
PRIMAL INSTINCTS
People of civilizations and cities take pride in how their civilized ways set them apart from animals as if denying one's true nature was a mark of superiority. To a daredevil, though, civilization is no virtue, but signs of weakness where inequality, and oppression dominate. The strong embrace their feral nature, keen instincts, primal physicality, and ferocious rage. These people thrive in the wilds of their homelands: the slums of a super city, the wastelands of a distant world, members of a pirate crew in the depths of far space.
Daredevils come alive in the chaos of combat. They can get enter a berserk state where rage takes over, giving them super humanoid strength and resilience.
A daredevil can draw on this reservoir of fury only a few times without resting, but those few fits of rage are usually sufficient to defeat whatever threats arise.
A LIFE OF DANGER
Not all daredevils are deemed "daredevils" by civilized society. A true daredevil among these people is uncommon as a skilled fighter in a city, and he or she plays a role as a protector of his people and a leader in times of war. Life in wild places of the world is fraught with peril: rivalry, deadly climate, and terrifying monsters. A Daredevil charges headlong into danger so that their people don't have to. Their courage in the face of danger makes daredevils perfectly suited for adventuring. Wandering is often a way of life for their gang or tribes, and the nomadic life of the adventurer is little hardship for a daredevil. Some daredevils miss the close-knit family structures that come with a tribe but eventually find them replaced by the bonds formed among them members of their adventuring crews.PERSONAL MEMENTO
Daredevils tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal memento is significant because it is tied to an important moment in the character’s life, a remembrance from the daredevil’s past or harbinger of what lies ahead. A personal memento of this sort might be associated with the daredevils path or might actually be the symbols of their gang. Consider Creating one or more personal mementos for your character objects that hold a special link to your character's past or future.Think about how that memento might affect your character’s actions.PERSONAL MEMENTO TABLE
| D6 | MEMENTO |
|---|---|
| 1 | Biker’s Leather Jacket with artwork. |
| 2 | Dog tags that represent service from another lifetime. |
| 3 | A necklace with a single assault rifle round as a pendant. |
| 4 | A halo picture of lost relatives. |
| 5 | Watch you took from your first plunder. |
| 6 | A shard of Solorium in the shape of an animal you admire. |
PERSONAL TATTOO
The members of many daredevil gangs decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or which symbolizes a feeling or attitude. As with personal totems, a daredevil's tattoo might or might not be related to the path they belong to. Each tattoo a daredevil displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?PERSONAL TATTOOS TABLE
| 1D6 | TATTOO |
|---|---|
| 1 | The wings of an eagle are spread wide across your upper back. |
| 2 | Etched on the back of your hands are the bones of your hands. |
| 3 | The symbols of your gang are displayed in vinyl patterns along your arms. |
PERSONAL TATTOOS TABLE (CONTINUED)
| 1D6 | TATTOO |
|---|---|
| 4 | Words of statement tattoo across your chest. |
| 5 | Images of spirit animals are tattooed along your weapon arm and hand. |
| 6 | Fiber-optic hair that changes color. |
SUPERSTITIONS
Daredevils vary widely in how they understand life. Some are spiritually guided looking for signs of god in the cycles of nature and the animals they encounter. These daredevils believe that spirits inhabit all things of the world, and the daredevils look to them for omens and power. Other daredevils trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate. Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a gang or clan. If your daredevil character has any superstations, were they ingrained in you by your gang or perhaps they are the result of personal experience?SUPERSTITIONS TABLE
| 1D6 | SUPERSTITIONS |
|---|---|
| 1 | If you disturb the bones of the dead, you inherit all the troubles that plagued them in life. |
| 2 | Never trust a mage. They’re all monsters in disguise, especially the friendly ones. |
| 3 | Dwarves have lost their spirits, and are almost like constructs. That’s why I live underground. |
| 4 | Solorium technology brings trouble. Never sleep with an arcane object near you. |
| 5 | Don’t Ride a deadman’s bike. |
| 6 | If an elf looks you in the eyes, she’s trying to read your thoughts. |
CREATING A DAREDEVIL
When creating a daredevil character, think about where your character comes from and his place in the galaxy. Talk with your DM about appropriate origins for your daredevil. Did you come from a dystopian world ruled by corporate fascists? Or maybe you and your gang are nomads riding out into the badlands of some distant world living by gang creed. What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands, and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from your position of authority.ABILITY SCORES
First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.DAREDEVIL TABLE
| LVL | PROFICIENCY | FEATURES | RAGES | RAGE DMG |
|---|---|---|---|---|
| 1st | 2 | Rage, Unarmored Defense | 2 | 2 |
| 2nd | 2 | Reckless Attack, Danger Sense | 2 | 2 |
| 3rd | 2 | Path, Tribal Knowledge | 3 | 2 |
| 4th | 2 | Ability Score Improvement | 3 | 2 |
| 5th | 3 | Extra Attack, Fast Movement | 3 | 2 |
| 6th | 3 | Uncivilized Path feature | 4 | 2 |
| 7th | 3 | Critical Instinct, Spartan Kick | 4 | 2 |
| 8th | 3 | Ability Score Improvement | 4 | 2 |
| 9th | 4 | Brutal Critical (1 die) | 4 | 3 |
| 10th | 4 | Path feature, Tribal Knowledge | 4 | 3 |
| 11th | 4 | Relentless Rage | 4 | 3 |
| 12th | 4 | Ability Score Improvement | 5 | 3 |
| 13th | 5 | Brutal Critical (2 dice) | 5 | 3 |
| 14th | 5 | Path feature | 5 | 3 |
| 15th | 5 | Persistent Rage | 5 | 3 |
| 16th | 5 | Ability Score Improvement | 5 | 4 |
| 17th | 6 | Brutal Critical (3 dice) | 6 | 4 |
| 18th | 6 | Indomitable Might | 6 | 4 |
| 19th | 6 | Ability Score Improvement | 6 | 4 |
| 20th | 6 | Tribal Champion | Unlimited | 4 |
CLASS FEATURES
As a Daredevil you gain the following class features.HIT POINTS
-
Hit Dice: 1d12 per daredevil level
Hit Points at 1st level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per daredevil level after 1st
PROFICIENCIES
-
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one of Vehicle Proficiency (You choose)
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Xenobiology, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:-
(a) a greataxe or (b) any martial melee weapon
(a) two handaxe or (b) any Simple weapon
An explorer's pack.
RAGE
In battle, you fight with unchecked Adrenaline and ferocity. On your turn, you can enter a rage as a bonus action.While raging you gain the following benfits if you aren't wearing heavy armor.
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a daredevil, as shown in the Rage Damage column of the daredevil table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to use talents, you can't use them or concentrate on them while raging.
UNARMORED DEFENSE
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield as well as a standard vac suit and still gain this benefit.DANGER SENSE
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.RECKLESS ATTACK
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.DAREDEVIL PATH
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th and 14th levels.TRIBAL KNOWLEDGE
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to daredevils at 1st level.ABILITY SCORE IMPROVEMENT
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.FAST MOVEMENT
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.CRITICAL INSTINCT
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.SPARTAN KICK
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.BRUTAL CRITICAL
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.RELENTLESS RAGE
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.PERSISTENT RAGE
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.INDOMITABLE MIGHT
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.TRIBAL CHAMPION
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.DAREDEVIL PATHS
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Look at the following example to see how columns work, and read the description below to learn the details.BODYGUARD
Some daredevils act on a sense of loyalty or protectiveness for their allies or are paid by employers to intercept threats. They are often the quiet muscle in the background, whose very presence encourages aspiring attackers to reconsider their plans. And when plans are not reconsidered, the bodyguard mitigates the violence directed at their charges.CENTER OF ATTENTION
Starting when you choose this path at 3rd level, while you rage, the first enemy you strike on your turn is traumatized and struggles to properly focus on anyone aside from you. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.INTERCEPTION
At 6th level, your protective instincts are honed to mitigate damage inflicted on your allies. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.GUT INTUITION
At 10th level, Your drive to anticipate threats to your charges has granted you remarkable instincts in reading others. When you do so, you can use the arcane talent detect truth or Sensory extension without using any talent points. Wisdom is your channeling ability for these talents. After you use either talent in this way, you can’t use this feature again unti you finish a short or long rest.FIND OUT
At 14th level, you are the embodiment of consequences. When you use your Interception feature to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Interception feature prevents.EVOLUTIONARY
Some daredevils focus on correcting or creating societal injustices, others just want to party, however a few focus on what truly matters, themselves. Evolutionaries have spent their life honing their minds and bodies trying to become more than merely the species they were born as. They see the tools beasts and alien species have been gifted and seek to emulate and integrate them into their own skills. Sometimes this is achieved through technology, sometimes it's force of will, and still others have achieved it through mutation or gene editing.INSTINCTUAL FORM
Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the evolutionary power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:-
Bite.Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws.Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail.You grow a lashing, whip like tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
RAPID EVOLUTION
At 6th level, the feral power within you increases, causing the natural weapons of your Instinctual Form to count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- In zero-G you gain a fly speed equal to your walking speed, and you do not need to breathe.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
EVOLUTION REVOLUTION
At 10th level, when you hit a creature with your natural weapons while you are raging, your target instinctively understands you are the alpha and acts with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- Target takes 2d12 psychic damage.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
LEADER OF THE PACK
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.IMPALER
Those that tread the path of the Impaler would say that whoever declared “the best defense is a good offense” wasn’t thinking big enough because what’s more demoralizing than a spiked fortress barrelling towards you? Impalers have an appreciation for the simpler things in the universe. They generally have simpler motivations than most of their fellow Daredevils. A simple goal and a simple question, their question being: “Can I impale that with my armor?” And their goal being: “I’m going to impale that with my armor.”IMPALER ARMOR
When you choose this path at 3rd level, you gain the ability to upgrade any armor to spiked armor and use it as a weapon. This upgrade requires one downtime action and does not count against the total upgrades you are allowed to have on an armor set. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.RECKLESS ABANDON
At 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.SPIKED CHARGE
You no longer comprehend the definition of caution. At 10th level, you can take the Dash action as a bonus action while you are raging.STINGING RETRIBUTION
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.MAELSTROM
All Daredevils harbor a storm within. Those that follow the chase the Maelstrom learn to externalize their storm by transforming their rage into a mantle of meteorological wrath that orbits them. While raging, a Daredevil of this path taps into arcane forces of natural elements to create powerful effects.STORM MANTLE
Starting when you choose this path at 3rd level, you emanate a turbulent, arcane storm while you rage. The storm extends 10 feet from you in every direction, but not through total cover. Your Storm Mantle has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose Solar, Magnetic, or Meteorite. Your storm's effects depend on the type chosen, as detailed below. You can change your storm type whenever you gain a level in this class. If your storm's effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.-
Solar Storm. When this effect is activated, all other creatures in your storm take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Magnetic Storm. When this effect is activated, you can target one creature you can see that is in your storm. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Meteorite Storm. Your storm is able to absorb a small amount of damage on behalf of you and your allies. When Meteorite Storm is activated, each creature of your choice that you can see and is in your storm, gains 2 temporary hit points. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
ACCLIMATION
At 6th level, your Storm Mantle grants benefits even when your storm isn't active. The benefits are based on the element you chose for your Storm Mantle.-
Solar Storm. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Magnetic Storm. You gain resistance to lightning damage, and you automatically succeed your saving throws against vacuum exposure and have a 30 feet movement speed in zero gravity space.
Meteorite Storm. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
STORM SHELTER
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Acclimation feature while the creature is in your storm.THE PERFECT STORM
At 14th level, the power of your storm grows mightier, lashing out at your foes. The effect is based on the type of storm you chose for your Storm Mantle.-
Solar Storm. Immediately after a creature in your storm hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your daredevil level.
Magnetic Storm. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a shock wave.
Meteorite Storm. Whenever the effect of your Storm Mantle is activated, you can choose one creature you can see in your storm. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as arcane frost covers it.
MAVERICK
Mavericks tend to be the most eccentric of their class, they live in the moment, leave everything to chance and roll with the punches. They revel in navigating chaotic situations the way a surfer revels in riding powerful waves. Mavericks do not choose their path so much as their path seems to choose them. This path is a winding road but it always seems to guide them to anomalous places in the universe that abound with rampant arcane energies or more mundane sources of chaos. Their natural magnetism to calamity is believed to be rooted in the fact that they are potent conduits of wild rift power. Power that they are not fully inclined or capable of controlling. Afterall, they do not seek to control the currents, they seek to ride them.SIXTH SENSE
Starting when you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated arcane energy.
Until the end of your next turn, you know the location of any arcane effect or arcanely effected item within 60 feet of you that isn't behind total cover. When you sense a power, you learn which domain it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
CHAOS TALENT
You don’t make mistakes, just happy accidents and that wild rift energy boiling inside you sometimes erupts. Beginning at 3rd level, when you enter your rage, roll on the Chaos Talent table to determine the arcane effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.CHAOS TALENT TABLE
| D8 | ARCANE EFFECT |
|---|---|
| 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
| 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 3 | The rift itself plops a steaming slimy slug entity within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the entity explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another exploding slug, on each of your turns as a bonus action. |
| 4 | Arcane power infuses with one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as the rift itself lashes out in retribution. |
| 6 | Until your rage ends, you are surrounded by psychedelic, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 7 | Vines and flowers temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
| 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
RIFT GIFT
At 6th level, you can harness your wild power to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d3. The creature regains one expended tech slot, or a number of talent points equivalent to the cost of a talent rank of which is determined by the number rolled or lower, (the creature's choice). Example: 3 = 5 talent points or rank 3 tech slots. Once a creature receives this benefit, that creature can't receive it again until after a long rest.
- You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
ESCALATION
At 10th level, when you are imperiled during your rage, the arcane energy within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Chaos Talent table and immediately produce the effect rolled. This effect replaces your current Chaos Talent effect.FIXED ODDS
At 14th level, whenever you roll on the Chaos Talent table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.PUNK
The Punk is an idealistic journey, as the daredevil learns the inequality of the worlds, and begins to develop a rebellious view of things. In battle, your idealism fills you with supernatural might, adding fuel to your daredevil rage. Most punks belong to specific subcultures that all have various forms of self-expression as means to protest the injustices of the world or symbolize a specific identity of separation.PUNK MESSAGE
You are well attuned with the truth of the punk culture, giving you a kinship with others who identify with your values of sticking it to the man. At 3rd level, you gain the ability to perform Friends and Mental Missive, but only conventionally.PUNK EXPRESSION
At 3rd level, when you adopt this path, you choose a punk expression you belong to and gain its feature. You must identify with that culture in some shape of way, tattoo, symbols, music band– that is associated with your culture. At your option, you also gain minor physical attributes that are reminiscent of your culture. For example, spiked mohawks, colored fiber deadlock implants, metal studded jackets, or specific vehicle types like motorcycles. Your punk expression should be related to your homeland. For example, you could choose a Street Punk might be a Tough Punk. Where living in the streets of a mega-city is an effort of survival dependent on just how tough you are.-
Tough Punk. While raging, you have resistance to all damage except psychic damage. The known challenges of the frontier make you tough enough to stand up to any punishment.
Wise Punk. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.
Fast Punk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
Aggressive Punk. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
Kingpin Punk. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
ASPECT OF THE PUNK
At 6th level, you gain the benefit based on the punk expression of your choice. You can choose the same expression you selected at 3rd level or a different one. Tough Punk. You gain the toughness needed to stand up to the man. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.-
Wise Punk. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Fast Punk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.
Aggressive Punk. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival
Kingpin Punk. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
PUNK SPIRIT
At 10th level, you can channel power and use Extended Perception as a talent, but only conventionally. When you do so, you can connect with other punks of similar paths to learn the information you seek.PUNK LEGACY
At 14th level, you gain more benefits based on the punk path of your choice. You can choose the same punk path you selected previously or a different one.-
Tough Punk. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
Wise Punk. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Fast Punk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Aggressive Punk. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Kingpin Punk. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.
THRASHER
For some daredevils, rage is a means to an end and that end being violence. The thrasher is a path of untrammeled fury, slick with blood. As you enter a rage, you thrill in the chaos of battle, heedless of your health of well-beingFRENZY
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.MINDLESS RAGE
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.INTIMIDATING PRESENCE
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.RETALIATION
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.ZEALOT
Some daredevils inspire their followers to pitch themselves into a ferocious battle fury. These daredevils are zealot warriors who channel their rage into powerful displays of power. A variety of daredevils commit themselves to some dangerous path, even religious crusades, these radicals justify their actions by the cause. In general, Zealots could be seen as heroic champions or dangerous terrorists, sowing destruction and violence for the cause. Regardless, Zealots are some form of radical, not all are evil but few are good.POWERFUL FURY
Starting when you choose this path at 3rd level, you can channel fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your daredevil level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.WARRIOR OF THE CAUSE
At 6th level, you are marked for endless battle. If a power such as Revive, the sole effect of restoring you to life (but not undeath), the user doesn't need any activation time to use this power on you.ZEALOUS PRESENCE
At 10th level, you learn to channel power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.RAGE BEYOND DEATH
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.Remove these ads. Join the Worldbuilders Guild






