Daredevil

by Vascord

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The Daredevil

Daredevil

The howling wind, the great heat of the sun, the smell of blood and sweat, and the mixture of ashes and dust in the air. A halfling, with a smile on her face, stands up in the middle of a field of corpses and some remaining orcs.

"Come! Avenge your comrades, put all your heart into it and make me feel alive!", she exclaimed, rushing into the middle of the last orcs alive. Wielding crossbows in both of her hands, she danced around the enemies blows with grace and style, dodging every single one by a mere inch, and readies herself , with a grim smile on her face, for her grand finale. In mere seconds, a volley of bolts emerged, piercing every orc, and one by one, they all fell.

"That was fun!", she shoots joyfully, covered in both hers and the orcs blood. The thrill, however, doesn't lasts long, the smile on her face slowly fading into a disappointing look. "They were too fragile though... I hope the next ones last a little longer...", she says as she sheaths her crossbows and walks towards her unconscious allies in need of help.

Eccentric Warriors

Persistent, stubborn, hot-headed, those with such qualities can be turn into lethal weapons in combat, and those qualified as Daredevils have trained to use them. One could be a Daredevil by being a warrior which started to control his fury of combat to his advantage, or a sage which instead of devoiding himself from emotions, decides to embrace and harness it. However, not only do you need those, but you also need your body and spirit to keep up those emotions and use them without going overboard.

Artists of Battle

Daredevils use combat to express themselves like a bard would use a stage to perform. By using any tools, creatures and environment around them, they present a beautiful, thrilling and stylish performance for those who love battle. Moving around like no others and performing different kind of attacks and techniques which are only possible in the presence of such people.

Dangerous Life

Outside of battle, the daredevil likes to performs activities that can still stimulate them: gamble, smuggling, guarding, etc. Those can lead to sticky situation but to them it's just an opportunity to show off their talent and have some fun.

Creating a Daredevil

By creating a Daredevil, you need to think about how it found out it's place in battle. In what aspect does your character find battle beautiful and exciting? Where does your great will comes from? Protecting those who cannot protect themselves, being in the thin line between life and death or seeing those who oppose you fall in despair. Did somebody teach you how to use it or you learned it by yourself with your talent? Maybe a relative or a hero of your home town/city helped you.

What made you start adventuring to keep battling, instead of other alternatives like arena fighting or protecting a city? What else are you looking for outside of battle? Do you want to gain money for any particular reason, using your talents to gain reputation, or do you want to find something in specific which is only possible to achieve by going through dangerous paths?

Quick Build

To make a Daredevil quickly, you can follow these suggestions. First of all, you should prioritise your Dexterity score, then your Wisdom score, and if possible your Constitution. Then, you take the folk hero background. Finally, take proficiency in Athletics or Acrobatics, Survival and gaming set (playing cards). Finally, pick leather armor and two daggers, a short sword, a dagger, the exploration's pack and playing cards.

Multiclassing

You must have atleast : Dexterity 13, and Wisdom 13 or Intelligence 13


You gain the following proficiencies when multiclassed on this class : Light armor, simple weapons, improvised weapons, martial weapons

Daredevil
Level Proficiency Bonus Features Max Thrill Points
1st +2 Rapid Maneuvering, Fighting Style, Quick Hands -
2nd +2 Thrill, Frenetic, Cooling-off 5
3rd +2 Daredevil’s Passion 5
4th +2 Ability Score Improvement 7
5th +3 Extra Attack 7
6th +3 Daredevil’s Passion 7
7th +3 Fleet Positioning, Instinctive Counter 7
8th +3 Ability Score Improvement, Prey and Predator 7
9th +4 Adrenaline Rush 9
10th +4 Daredevil’s Passion 9
11th +4 Rip and Tear 9
12th +4 Ability Score Improvement 9
13th +5 Thrilling Danger 9
14th +5 Bringer of Carnage 9
15th +5 Daredevil’s Passion 12
16th +5 Ability Score Improvement 12
17th +6 Master of All Weapons, Adrenaline Rush Improvement 12
18th +6 Daredevil’s Passion 15
19th +6 Ability Score Improvement 15
20th +6 Lord of the Battlefield 15

Daredevil Features

As a Daredevil, you gain the following features

Hit Points


  • Hit Dice: 1d8 per Daredevil level
  • Hit Points at 1st Level: 8 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Daredevil level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons, martial weapons, firearms, improvised weapons
  • Tools: One gaming set of your choice

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two skills from Acrobatics, Athletics, Medicine, Intimidation, Perception, Performance, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor and a dagger or (b) padded armor and a martial weapon
  • A martial weapon and a simple weapon
  • One gaming set
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Rapid Maneuvering

Daredevils are extremely agile, swinging their weapons and moving around stylishly at unnatural speeds.

At 1st level, when a creature within 5 feet of you is about to hit you with an attack, you can use your reaction to roll an Athletic or Acrobatic skill check. Depending on your result, you gain the following amount of AC against that attack:

Rapid Maneuvering Bonus AC
Roll Result Bonus AC
0-5 +0
6-10 +1
11-15 +2
16-20 +3
21-25 +5
26-30 +7
31+ +10

If you dodge the attack, you may move 10 feet without provoking opportunity attacks. However, if you do not, the creature rolls an extra dice for the attack damage.

Additionally, you can count as being in Two Weapon Fighting if you hold a light weapon in one hand and nothing in the other, making you able to attack with that same weapon or with an unarmed strike as a bonus action.

Fighting Style

At 1st level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Attentive. When you use your reaction, you gain +1 AC until the start of your next turn.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype from the Fighter Class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Quick Hands

Daredevils are quite dexterous with their hands.

At 1st level, you have proficient in the Sleight of Hand skill check, and you can draw and sheath two weapons as a free action once during your turn.

Additionally, when playing with a gaming set you are proficient with and you try to cheat, you can double your proficiency in the asked skill check.

Thrill

All Daredevils are different in many ways, but the thing that brings them all together is the Thrill of the fight. They live and die for it, seeking more of it out of risky situations.

At 2nd level, the Daredevil can use Thrill, which permits them to go beyond their capacities and execute difficult maneuvers and techniques.

You gain Thrill points with the following methods:

  • Hitting a creature with a melee attack.
  • Hitting a creature with a ranged attack.
  • Reducing a creature to 0 hitpoints.
  • Dodging an attack with Rapid Maneuvering.
  • Passing through an hostile creature's space with Fleet Positioning.
  • Going below half your hitpoints.

Once you have gained a Thrill point in one of the methods, you can no longer gain through it until you gain through any other method.

If your turn ends and you have not gained any Thrill points since your last turn, or if there's no hostile creatures fighting you, you lose 1 Thrill point.

The maximum amount of Thrill points you can have are shown in the Max Thrill Points column of the Daredevil table according to your Daredevil level.

If you are above half your maximum Thrill, you can add your Dexterity modifier to the damage of your unarmed strikes and improved weapon attacks. At 11th level, they also use d6 for damage instead.

If you are at your maximum Thrill, you can add 10 feet to your speed.

Frenetic

When Daredevils are fully stimulated, they can go beyond their limits, moving and attacking like no other.

At 2nd level, by using a number of Thrill points equal to your maximum Thrill points as a free action, you become frenetic until the start of your next turn.

While frenetic, you gain a number of temporary Thrill points equal to your Wisdom modifier, every attack made against you have disadvantage and you can do an extra attack during the Attack action. As you level, you gain additional effects while frenetic. By reaching the following levels, you can add their effects while frenetic:

  • 4th level: Add 20 feet to your speed.
  • 9th level: Gain advantage on the first attack made against a creature. Also, if you hit 3 or more attacks this round, you can do an extra attack.
  • 15th level: Gain advantage in every saving throw.
  • 18th level: Gain immunity to any condition and resistance against any damage type. Additionally, all your attacks have advantage.

You do not gain any Thrill points while frenetic.

When you are no longer frenetic, you roll a Wisdom saving throw with a DC equal to 10. If you fail, you gain a level of exhaustion. Every time you use this feature, the DC for the saving throw increases by 5, which resets after a long rest.

Cooling-off

Finally, at 2nd level, Daredevils can regain some stamina at the cost of their thrilling emotions.

By using any amount of Thrill points as a bonus action, healing yourself by double that amount. If you use at least 5 Thrill points, you can add your Wisdom modifier to the healing and you lose the frightened condition if you are affected by one.

You can do this feature a number of times equal to your proficiency bonus per short or long rest.

Daredevil's Passion

At 3rd level, you find your way to manifest your emotions and enjoy the thrill of battle. Choose between one of the following Passions available: Blade’s Edge, Blistering Light, Blood Rose, Divine Wrath, Enforcer, Hitman, Hopper, Mind Harvester, Swift Trigger, Weaveshaper. The passion you choose grants you features at 3rd level, and again at 6th, 10th, 15th, and 18th 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.

Fleet Positioning

At 7th level, you can move across the battlefield with grace and style.

As a bonus action, you can use 1 Thrill point to move directly next to a creature within 15 feet without provoking attacks of opportunities. You can even pass through creatures' spaces and difficult terrain without any penalty.

Instinctive Counter

Additionally at 7th level, by putting yourself at risk, you can try to take advantage of an opening of somebody attacking you.

When you are about to take damage by a melee attack, you can spend 3 Thrill points by using your reaction to attack the attacking creature with a light weapon. If you hit the creature, you deal damage according to your weapon’s damage dice, then you make it drop its weapon within 5 feet per Strength modifier, and you only take half the damage from the attack of the creature.

However, if you don't, you take the full damage and then you fall prone.

Prey and Predator

At 8th level, you became adept at maneuvering in many environments while in thrilling situations.

While you are getting chased or chasing someone out of combat, you gain advantage on Athletic or Acrobatic skill checks.

Adrenaline Rush

At 9th level, you can go beyond your body's limits, being way faster and stronger than your regular self.

By spending a number of Thrill points equal to half of your maximum Thrill points rounded down on your turn, you gain a number of bonus actions equal to half your Wisdom modifier rounded down this turn. You can only attack, cast a spell or cantrip, and use a non-Daredevil feature with bonus actions once per turn.

You can do this once per long rest without any penalty. If you use this feature more than once, you gain a level of exhaustion.

At 17th level, you gain a number of bonus actions equal to your Wisdom modifier instead of half.

Rip and Tear

At 11th level, by spending 1 Thrill point during your Attack action, you can do an extra attack. However, you lose 2 AC until the start of your next turn.

Thrilling Danger

At 13th level, when you do a Dexterity saving throw to avoid a trap you activated and you take no damage from it, you gain temporary hit points equal to your Daredevil level + your Wisdom modifier for 1 hour after evading the trap. Allied traps or revealed traps can't grant you those benefits since it's not as thrilling when you know what and where they are.

Bringer of Carnage

At 14th level, when you kill a creature, you can frighten any hostile creatures within 5 feet of you.

They must succeed in a Wisdom Saving throw with a DC equal to the damage you did with the last attack or be frightened for one round.

Master of All Weapons

At 17th level, you become a master at using any kind of weapon in any situation. You can change the damage dice of your weapons, improvised weapons, or unarmed strikes to a 1d10.

If the weapon already dealt 1d10 or more damage, you can then add 1d6 to the weapon damage.

Lord of the Battlefield

At 20th level, you have transcended your old self, becoming a legendary warmonger, an unstoppable machine of war, driven by his lust for battle and to be part of the most epic of combats in history. You gain the following features:

  • When you gain Thrill, you can gain an additional one.
  • You have an extra attack and 2 bonus actions while you are at your maximum Thrill number.

Plus, you also gain +2 in Dexterity or Strength and Wisdom. Your maximum for the chosen abilities is 22.

Daredevil Passions

Blade's Edge

Manifesting blades with their will, Daredevils of the blade's edge are quite artistic, going around attacking and dashing with their blades, granting a smooth and beautiful spectacle for those witnessing them in battle.

Hail of Blades

Starting at 3rd level, by spending 1 Thrill point when you hit a creature, you manifest a spectral blade that hovers next to you for 1 minute. You can have an amount of those blades equal to your proficiency bonus. The blades have the light and finesse property.

When attacking a creature, the blades will follow your attack, trying to hit the same creature. For every 2 values of your attack roll over the target's AC, a blade hits it, dealing 1d2 slashing damage each. If you decide to attack with a blade instead, each blade will deal 1d4 slashing damage instead of 1d2. You don't add any modifier to the blades' damage.

If you have the maximum of blades manifested, you become complete and fully capable of using them to their maximum. While in this condition, you are able to move without provoking opportunity attacks, you add 10 feet to your speed, you add your Wisdom modifier to your AC and when only attacking with your blades, you can add your Wisdom modifier to the attacks.

However, if you are hit by an attack while having a blade manifested, you lose 1 blade.

Blade Focus

Additionally at 3rd level, you gain one Thrill point for each third hit within the same turn.

Dashing Blades

Starting at 6th level, if you have at least one blade manifested, by spending 2 Thrill points as an action, you may move next to a creature within 15 feet without provoking opportunity attacks, and attack that creature with your blades. If you hit that creature 3 times with your blades, you manifest a new blade and you can use this again as a bonus action without any cost.

Additionally, the blades count has being magical weapons for the purpose of overcoming resistance.

Blades Shield

Starting at 10th level, when a creature is about to hit you with an attack, you can use your reaction to surround yourself with your blades to protect you from incoming damage.

Choose a number of blades to protect you. Each blade reduces the damage by 8. For each 8 damage it reduces, one of the protecting blades breaks. The remaining blades keep protecting you until the start of your next turn.

For example, you are about to take 18 damage from an attack while you have 4 blades. By making three of them protect you, then two will break while the last one will still protect you from incoming attacks.

Rain of Blades

Starting at 15th level, you can throw any number of blades you have manifested to a creature within 30 feet as a bonus action. Each blade deals 1d6. If a creature is reduced to 0 hitpoints this way, you gain an additional blade and 3 Thrill points. If not, you lose one blade.

Additionally, the value to hit with a blade is now 1 instead of 2 in the Hail of Blades's Feature.

Cloud of Blades

Starting at 18th level, when you become Frenetic, you add an additional blade for any creature within 15 feet, dealing 1d4 slashing damage to them. You are able to go beyond your limit of blades while frenetic.

When it ends, all the blades above your limit vanish.

Blistering Light

Some lucky daredevils managed to find a suitable partner that shares their love for battle, a Lightborn. Together, they use their powers to pummel their foes with strikes empowered by Luxor, making them see the light sooner than expected.

Luxor

Starting at 3rd level, you can tap into the power of Lightborn, creatures harnessing the energy of the light, to unleash devastating attacks. You choose between the following Lightborn colors: Cyan, Emerald, Grey, Pink, Purple, Gold, Red, and Green. You have the ability to use Luxor points to do a variety of different Luxor Abilities, unique to your Lightborn's color. You have a maximum amount of Luxor points equal to double your proficiency bonus and you regain them on a short or long rest. All damage from your Luxor abilities is of the same type as your Lightborn.

Your Luxor Save DC = 8 + Wisdom modifier + proficiency bonus

Additionally, you can convert a maximum of 2 Luxor points into Thrill points or vice versa a number of times equal to your proficiency modifier.

Shining Display

Additionally at 3rd level, you can spend 2 Luxor points and 2 Thrill points as a bonus action to gain unique benefits depending on your Lightborn's color until the start of your next turn. Each color has the following effects:

  • Cyan - When you hit an enemy with an attack their movement speed is reduced to 0 and can't take reactions. Your attacks do an additional 1d6 Cold damage.

  • Emerald - You gain a +2 bonus to your AC and an enemy that tries to hit you with a melee attack makes a Constitution saving throw against your Luxor Save DC, being poisoned on a fail. Your attacks do an additional 1d6 Poison damage.

  • Grey - You can pass through creatures as if they are difficult terrain, you do not trigger opportunity attacks and cannot end your movement in the same space as another creature. When you pass through a creature they take 1d4 Fire damage. Your attacks do an additional 1d6 Fire damage.

  • Pink - Your movement speed is doubled and whenever you hit with an attack, you heal 1d4 hitpoints. Your attacks do an additional 1d6 Force damage.

  • Purple - You gain a flying speed of 30ft. and descend safely at the start of your next turn. When you attack an enemy, you can have them make a Strength saving throw against your Luxor Save DC. On a fail, you can drag them with you, dropping them at the end of your turn. Your attacks do an additional 1d6 Force damage.

  • Gold - Enemies attack you with disadvantage. If an enemy is 5 ft. away from you, they must attack you if possible. Your attacks do an additional 1d6 Psychic damage.

  • Red - You can take 1d4 damage to make an additional attack with an Attack action. Your attacks deal an extra 1d6 Fire damage.

  • Green - When you make an attack, a pulse with an area of 10 ft. comes out from the target, dealing 1d4 damage to enemies in the pulse's area and healing 1d4 hitpoints to allies in the area. Your attacks deal an extra 1d6 Radiant damage.

You can do this feature once per turn and a number of times equal to your proficiency bonus per short or long rest.

Additionally, you gain access to the Enlightened Blast and Enlightened Dance Luxor abilities.

Bright Excitement

Finally at 3rd level, you gain 1 Thrill each time you hit with one of your Luxor Abilities.

Light Within

When you reach 6th level, you can spend 2 Luxor points and 1 Thrill point to use one of your Lightborn's available Light Abilities.

Additionally, when you use your Shining Display feature you may spend an additional 1 Luxor point and 1 Thrill point to gain the effects of another color of your choice.

Finally, you gain access to the Enlightened Taunt Luxor ability.

Drain the Shine

When you reach 10th level, when you hit an enemy with a melee attack you can choose to gain 2 Luxor Points. You can use this feature a number of times equal to your proficiency modifier.

Additionally, you gain access to the Enlightened Vacuum Luxor ability.

Brightest Display

When you reach 15th level, when you activate one of the Shining Display features, you can immediately one of your Lightborn's available Light Abilities. You can also spend an additional 1 Thrill point to deal additional damage equal to your Wisdom modifier with your Shining Display.

Additionally, you can gain access to the Enlightened Trickshot Luxor ability.

Glowing Breaker

When you reach 18th level, when you activate Frenetic, you gain the Shining Display effects from your color and you may use one of your Luxor abilities for free without spending an action.

Finally, you gain access to the Enlightened Madness Luxor ability.

Blistering Light Luxor Abilities

Enlightened Blast

You concentrate a ball of Luxor in your hands, throwing it on the ground to blow up in an explosion of light.
Cost: 1 Luxor Point
Action: You make a ranged weapon attack against an enemy. On a hit, they take 1d8 + Wisdom modifier damage. Hit or miss, the target and every creature in a 5 ft. radius make a Dexterity saving throw. They take 1d6 damage on a fail.

Enlightened Dance

Focusing Luxor on your hands and feet, you begin moving in place tracing the air with light confusing your foes.
Cost: 2 Luxor Points
Action: Attacks made against you have disadvantage until the start of your next turn. When a creature attacks you and misses, you can spend your reaction to make an attack of opportunity against it.

Enlightened Taunt

You gain the attention of your foes with the light shining from you, with your words goading them to attack you in a rage.
Cost: 1 Luxor Point
Action: Each hostile creature of your choosing within 20 ft. that can hear you must make a Wisdom saving throw. On a fail, they must attack you on their next turn. By spending an additional 1 Luxor point, you may use this Luxor ability as a bonus action.

Enlightened Vacuum

Focusing Luxor in your hands, by spiraling it out of control you shoot a concentrated beam of luxor that pulls your enemy towards you.
Cost: 1 Luxor Point
Action: You make a ranged weapon attack against an enemy up to 30 ft. away. On a hit, you deal 1d10 + Wisdom modifier damage to it and they make a Strength saving throw, being pulled toward you up to 30ft. on a fail. By spending an additional 1 Luxor point, you may use this Luxor ability as a bonus action.

Enlightened Trickshot

You concentrate Luxor in your index finger, shooting a bolt of Light in a strange arc.
Cost: 2 Luxor Points
Action: You make a ranged weapon attack with disadvantage against an enemy that is up to 120 ft. from you. They do not count as having cover when targeted by this attack. On a hit, they take 1d12 + Wisdom modifier damage and you gain an additional 1 Thrill point. By spending an additional 1 Luxor Point, you make the attack without disadvantage.

Enlightened Madness

You focus Luxor in your entire body, entering a frenzy and rushing your enemies in a mad flurry of blows.
Cost: 3 Luxor Points
Action: You move up to your movement speed, attacking each enemy that is 5ft. away from you at any point during your movement. You can only attack each enemy once. You do not trigger any opportunity attacks during this movement.

Blistering Light Lightborns

Cyan

Ice Shards

You can extend your hand to shoot small ice shards at an enemy.

Light ability: As part of the Attack action, you can make a ranged spell attack: + Dexterity modifier + proficiency bonus to hit, reach 60 ft., 1 target. Hit: 1d8 + Wisdom modifier Cold damage, and the target has its movement speed halved until the start of your next turn.

Frozen Wind

By focusing The Light on yourself, you can expel it from your body creating a gust of chilling wind around you.

Light ability: As a bonus action, you expel the cold wind around you. Until your next turn, each hostile creature takes 1d4 + Wisdom modifier Cold damage if they start or end their turn within 10 ft. of you.

Chilling Slash

You can create razor-sharp ice shards that can cut someone to the bone.

Light ability: As part of the Attack action, you can make a melee weapon attack: + Strength modifier + proficiency bonus to hit, reach 5 ft., 1 target. Hit: 2d6 + Strength modifier Cold damage, and the target makes a Constitution saving throw. On a fail, they take Cold damage equal to your Wisdom modifier at the end of each of their turns. They may repeat the saving throw at the end of each of their turns.

Emerald

Poison Shot

You can extend your hand to shoot a small ball of concentrated poison.

Light Ability: As part of the Attack action, you can make a ranged spell Attack: Dexterity modifier + proficiency bonus to hit, reach 60 ft., 1 target. Hit: 1d6 + Constitution modifier Poison damage and the target makes a Constitution saving throw. On a fail, they take 1d6 + Constitution modifier Poison damage at the end of its next turn.

Toxic Puddle

By focusing Luxor on the ground, you can create a puddle of poison to hurt your foes.

Light Ability: As a bonus action, you create a puddle with an area of 10 ft. on a point on the ground up to 30 ft. away from you. The puddle counts as difficult terrain, lasts until your next turn and each creature must make a Constitution saving throw if they move through it or end their turn in it. On a fail, they take 1d4 + Constitution modifier Poison damage, and if so they take 1d4 + Light modifier Poison damage at the end of their turn.

Arsenic Beam

You can shoot a ray of poison energy from your arms.

Light Ability: As part of the Attack action, you can shoot a beam 5 ft. wide and 60 ft. long. Each creature hit must make a Constitution saving throw. They take 1d4 + Constitution modifier Poison damage and are Poisoned or half as much on a success. Any creature hit by this takes 1d4 + Constitution modifier Poison damage at the end of their next turn or half as much if they passed the saving throw.

Grey

Smoke Double

You use Luxor to make two smoke copies of yourself to help you.

Light Ability: As a bonus action, you create two copies of yourself made of smoke. These copies are identical to you, but they only have half of your current hitpoints and every damage they deal is halved. They take their turn immediately after you and you control their actions, but can only make the Attack or Use Object actions. They last for 2 turns.

Smoke Cloud

By focusing Luxor on the ground, you can create a cloud of smoke to blind your enemies.

Light Ability: As a bonus action, you create a cloud of smoke that obscures the vision of everyone but yourself. The cloud can appear up to 30 ft. away and it has an area of 15 ft. All creatures standing inside the smoke cloud are blinded. The smoke cloud lasts for 2 turns.

Smoke and Mirrors

You can trick enemies by creating a temporary image of yourself to distract them.

Light Ability: As a bonus action, you create an image of yourself on your position made of smoke and you turn invisible until the end of your turn or until you perform an action, bonus action or reaction. A creature that attacks the smoke image automatically hits and the image disappears.

Pink

Soothing Breeze

You use Luxor to create a pleasant wind that rejuvenates whoever feels it.

Light Ability: As a bonus action, you can choose a creature that you can see within a range of 60 ft. regains hit points equal to 1d4 + Wisdom modifier. This has no effect on undead, constructs or unconscious creatures.

Ball of Storms

At 1st level, by focusing Luxor on your palms, you can create a concentrated storm to throw at someone.

Light Ability: As part of the Attack action, you concentrate a storm in the shape of a ball that streaks toward a creature of your choice within range. Ranged spell attack: Wisdom modifier + proficiency bonus to hit, reach 60 ft., 1 target. On a hit, the target takes 1d4 + Light modifier Force damage and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical storm on the target until then.

Gust Shield

You learned that you can use Luxor to make a wall of wind in front of you to protect yourself.

Light Ability: When you or an ally you can see gets attacked, you can use your reaction to grant a +5 against that attack and +2 for the rest of the attacks until the start of their turn.

Purple

Gravity Pull

You use Luxor to manipulate gravity to make your enemies come to you.

Light Ability: As a bonus action, you change the gravity in a zone to point towards yourself. All creatures in a 15 ft. cube up to 15 ft. away from you make a Constitution saving throw. On a fail, they get pulled up to 15 ft. towards you.

Heaviness Crash

By focusing Luxor on someone's body, you can make them heavier, stopping them in their tracks.

Light Ability: As a bonus action, one creature within 15 ft. which you can see must make a Constitution saving throw. On a fail, they fall prone and must use all their movement to get up. If it's an object, you can pull it towards you or make it collapse in on itself if it weighs 5 pounds or less. If it collides with another creature, that creature makes a Dexterity saving throw, taking 1d8 damage on a fail for every 5 pounds the object weighs.

Zero Weight

You learned that you can use Luxor to manipulate gravity to traverse through the air gracefully.

Light Ability: As a bonus action, you can make someone you can see that's up to 30 ft. from you lighter than air. Any willing target gains 15 ft. of flying speed until the end of their turn. Any unwilling target must make a Constitution saving throw. On a fail, they are thrust 15 ft. into the air until the start of your next turn, unable to move willingly.

Gold

Dreamlike Reality

You use Luxor to distort reality around you, making anyone affected be in your world.

Light Ability: As part of the Attack action, one creature within 30 ft. must make an Intelligence saving throw. On a fail, they are entranced and enter your reality. While affected, they take 1d4 + Intelligence modifier Psychic damage at the start of their turn and any other Gold Light Ability against them becomes stronger. They can repeat the saving throw at the end of each of their turns.

Harmful Hallucination

By focusing Luxor you can create an illusionary object that attacks someone, hurting them mentally.

Light Ability: As part of the Attack action, one creature within 15 ft. which you can see must make an Intelligence saving throw. On a fail, they take 2d4 + Intelligence modifier Psychic or half as much on a success. If the target is affected by Dreamlike Reality, they take 2d8 + Intelligence modifier Psychic damage instead.

Non-existent Apparitions

You learned that you can use Luxor to create illusionary duplicates of yourself to confuse your attackers.

Light Ability: As a bonus action, you create 2 illusionary duplicates of yourself around you until the start of your next turn. When a creature attacks you, roll a d20 with a +1 bonus for each duplicate. If you roll 10 or higher, they instead hit one of your duplicates. Their AC is equal to yours, and if they get hit they instantly disappear. If the attacker is affected by Dreamlike Reality, you roll the d20 with advantage.

Red

Flame shot

You use Luxor to create a small ball of concentrated fire in your hand and shoot it at an enemy.

Light Ability: As part of your Attack action, you can make a ranged spell attack: + Dexterity modifier + proficiency bonus to hit, reach 60 ft., 1 target. Hit: 1d12 + Dexterity modifier Fire damage. You can choose to take 1d4 damage to add an extra 1d6 damage.

Flurry of Fire

By focusing Luxor on your limbs you create flames around them, striking nearby foes with blazing strikes.

Light Ability: As part of your Attack action, you can make 2 Melee weapon attacks: + Strength modifier + proficiency bonus to hit, reach 5 ft., 1 target. Hit: 2d4 + Strength modifier Fire damage. You can choose to take 1d4 damage to roll a d6 instead for the damage of each attack.


Wall of Flames

You learned that you can use Luxor to manipulate your fire to make a wall on the ground, protecting you from danger.

Light Ability: As a bonus action, you create a wall on the ground in a line that can be up to 30 ft. away from you in a direction of your choosing. The wall is 5 ft. wide, 30 ft. long and 10 ft. tall. The wall counts as difficult terrain and any creature attempting to move through it makes a Constitution saving throw. On a fail, they take 1d8 + Dexterity modifier Fire damage or half as much on a success.

Green

Energy Beam

You use Luxor to shoot a beam made of nature's life force to either heal or hurt.

Light Ability: As part of your Attack action, you shoot a beam 5 ft. wide and 30 ft. long. Ranged spell attack + Wisdom modifier + proficiency bonus to hit. When you hit a creature with the beam you can choose to either heal or deal Radiant damage to it for 1d4 + Wisdom modifier. The beam ends when it hits one creature.

Shining Blossom

By focusing Luxor on the ground you can concentrate energy towards it to grow a bed of shining flowers that can redirect your beams of energy.

Light Ability: As a bonus action, you make a bed of shining flowers in a 5 ft. square in a space up to 30 ft. away from you. Anyone standing in the bed of flowers is healed by 1d4 + Wisdom modifier at the end of their turn. When an Energy Beam you shoot hits the same square as a bed of flowers, you can choose a new direction for the beam to carry on, and the beam hits for an additional 1d4. If a creature is standing in the bed of flowers when this happens, they are hit by the beam.

Sudden Garden

You learned that you can use Luxor to manipulate the energy from nature to create a beautiful garden of flowers around you, empowering the energy that is within.

Light Ability: As a bonus action, you create a garden of flowers in a 10 ft. radius around you. While you're inside the garden, you shoot an additional Energy Beam and Energy Beams you shoot can bend and turn in any way you choose.

Blood Rose

The boldest of Daredevils follow the way of the blood rose. For them, the more enemies there are, the merrier.

These Daredevils like to go in the middle of the battlefield, making blood and guts fly with their unconventional techniques by pushing themselves physically and mentally, which permits them to attack a multitude of enemies in combat.

Whirlwind of Blood

Starting at 3rd level, by spending 2 Thrill point as an action, you can move up to 5 feet without provoking opportunity attacks. After doing so, you can make an attack roll with a melee weapon, that attack targets each creature within 5 feet, but only deals half damage. Then, you can move up to 5 feet again without provoking opportunity attacks.

You may lose a number of hitpoints equal to your proficiency during the feature, doing so augments the area of this feature to 10 feet.

Bloodthirst

Additionally at 3rd level, as a bonus action, if you have hit multiple creatures and one of them is below half of their hitpoints , you can do an unarmed attack against one of them and gain that amount of damage as hit points.

Rose Tempest

Finally at 3rd level, you gain one Thrill point for every 2 different creatures you hit in a round.

Battlefield Sweeper

Starting at 6th level, when you attack a creature, you can attack every creature within 5 feet of it with that same attack but they still need to be within your weapon's range. The damage from that attack is divided amongst the hit creatures.

Additionally, you can spend 3 Thrill points by using your reaction to take less damage equal to your proficiency until the end of your next turn. For each different creature attacking you while you are under this effect, you can add it again on top of the current reduction.

You may lose a number of hitpoints equal to your proficiency during the feature, doing so gives you temporary hit points equal to double your proficiency while affected by this feature.

One Thousand Petals

Starting at 10th level, if you have spent thrill during this turn, as a bonus action, you may deal a number of slashing damage equal to your proficiency bonus to every creature within 5 feet. You can do this feature once per turn.

By also losing a number of hitpoints equal to your proficiency, you can also add your Wisdom modifier to the damage.

One Rose Many Corpses

Starting at 15th level, the range of the Whirldwind of Blood feature augments by 5 feet, as well as the augment.

Additionally, if you reduce a creature to 0 hitpoints with Whirlwind of Blood, you can do another one as a bonus action without any cost.

Death Lotus

Starting at 18th level, when you become Frenetic, you can hit any creature within 15 feet of you with one of your weapons by losing a number of hitpoints equal to your proficiency bonus.

Divine Wrath

Many Daredevils may follow certain gods to help them in battle, but only some of those have attracted the attention of those with their faith and resolve.

By harnessing and conjuring the will of the gods, Daredevils fueled with divine essence punish any foe on their way and help those in need with a multitude of spells granted by the divine.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast divine spells.


Divine Wrath Spellcasting
Daredevil Level Spells Known 1st 2nd 3rd 4th
3rd 2 1
4th 3 1
5th 3 1
6th 3 1
7th 4 1 0
8th 5 1 0
9th 5 2 0
10th 6 2 0
11th 7 2 1
12th 7 2 1
13th 8 2 1 0
14th 9 2 1 0
15th 9 2 1 1
16th 10 2 1 1
17th 10 2 1 1
18th 10 2 1 1
19th 11 2 1 1 0
20th 12 2 1 1 0

Spell Slots

The Divine Wrath Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield of Faith and have a 1st-level and a 2nd-level spell slot available, you can cast Shield of Faith using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level cleric or paladin spells from the evocation or abjuration school of your choice.

The Spells Known column of the Divine Wrath Spellcasting table shows when you learn more cleric or paladin spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 3th, 6th, 10th, 15th and 18th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric or paladin spells you know with another spell of your choice from the cleric or paladin spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 6th, 10th, 15th or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric and paladin spells, since your spells are the manifestation of your faith. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric or paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Thrill Spell Casting

By showing your dedication to the gods while putting yourself in danger, you can harness their energy which your body would not normally be prepared to handle. By spending a number of Thrill points equal to half of your maximum Thrill points rounded down while you are below half your hitpoints, you can cast a cleric or paladin spell. You can do this once per spell slot. It refreshes after a long rest.

Battle Healer

Starting at 3rd level, you gain proficiency in Medicine skill checks. You can double it if you are already proficient on it. You can also use a healer's kit as a bonus action.

Divine Exaltation

Additionally at 3rd level, you gain one Thrill point when you heal or grant temporary hit points to a creature within 10 feet, or when you deal radiant or necrotic damage.

Mercy and Punishment

Starting at 6th level, you can make your spells do radiant or necrotic damage instead of their original damage type.

Additionally, by spending any amount of Thrill points as an action, you can help your allies or punish your foes in battle. When using this feature, choose one of the following effects:

Mercy. You channel your excitement and happiness of combat into positive energy to cure a creature within 10 feet. The creature heals by 1d2 for each spent Thrill point + your Wisdom modifier.

If you are below half your hit points, it heals by 1d4 instead.

Punishment. You can channel your wrath and frenzy of combat into negative energy to warm a creature within 10 feet. The creature takes 1d2 radiant or necrotic damage for each spent Thrill point + your Wisdom modifier.

If you are below half your hit points, it deals 1d4 damage instead.

Divine Inspiration

Starting at 10th level, after casting a spell, you can use the feature Mercy and Punishment as a bonus action instead of an action.

Faith Trial

Starting at 15th level, you can now cast two spells per spell slot with Thrill Spell Casting instead of once.

Gods’Wrath

Starting at 18th level, when you become Frenetic, a holy aura emerges from you, chastising your foes and blessing your allies. You may choose which creatures are your allies or your foes within a 30-foot radius. You and your allies are healed for 7d4 + your Wisdom modifier hit points and your foes take that same amount as radiant or necrotic damage.

Enforcer

By using brute strength and their herculean features, these Daredevils like to go in the midst of battle and use their foes as weapons and shields.

Muscular Armor

At 3rd level, you can use your Strength modifier instead of your Dexterity modifier on your AC.

Unstoppable Force

Additionally at 3rd level, by spending 3 Thrill points as a bonus action, you harden yourself with your strength and you are able to rush onto the battlefield, pushing or taking anything in your way until the end of your turn.

While under the effect of this feature, creatures have advantage on attack rolls made against you, but you take only half damage from weapon weapons. You are also able to move through hostile creature spaces. You can attempt to shove creatures aside or grapple up to 2 creatures that you moved through. Shoved creatures by this feature take damage equal to your unarmed strikes' damage.

At the end of your turn, you can only get one creature grappled.

Brute Style

Finally at 3rd level, you gain one Thrill point when you grapple or shove a creature.

Grappler's Gift

Starting at 6th level, you gain +2 AC for each creature you are grappling with.

Additionally, by spending 2 Thrill point as a bonus action, you can throw a grappled creature up to 5 feet per Strength modifier. The thrown creature takes damage equal to your unarmed strikes' damage and it falls prone to the ground.

If you throw it against another creature, the creature hit by your thrown creature takes damage equal to your unarmed strikes' damage and must do an Athletic check against yours. If it fails, it also falls prone.

If you throw it against a vertical surface, like a wall, it takes extra damage equal to 1d6.

Harden Fists

At 10th level, you gain 1 Thrill point when you shove or throw a creature against another.

Additionally, the extra damage of Grappler's Gift is now a 1d8 instead of 1d6 and your unarmed strikes now deal 1d6 damage or 1d8 if you already deal that much damage with unarmed strikes.

Hostage Opportunist

Starting at 15th level, by spending 1 Thrill point as a bonus action, you can pin a grappled creature to the ground without doing an Athletic check.

Additionally, when a creature is about to hit you with an attack, you can spend 4 Thrill points by using your reaction to make one of your grappled creatures take the damage instead.

Apotheosis of Strength

Starting at 18th level, when you become Frenetic, you can attempt to grapple one creature within 5 feet, you can grapple up to 2 creatures.

Additionally, your unarmed strikes deal 1d12 damage while frenetic and you can throw all the creatures with a single bonus action with double the range and damage.

Hitman

Most Daredevils like to do flashy maneuvers and to go from enemy to enemy, but a hitman focalises in a single target, trying to take advantage from their weak points and taking them down as fast as possible.

Weak Spots

Starting at 3rd level, you start to see the weak points of your foes all around them. By exploiting them, you can inflict a high amount of pain to them, making your job easier.

Every creature has 4 weak points, one from each side of the creature: top, right, bottom, left. By hitting one with a finesse or light weapon, your attack will deal an additional 1d4 damage. If you hit the 4 weak points of the creature, the creature becomes weakened, making you and your allies able to add the bonus damage to any attack against it for one round.

When a creature is no longer weaken or when you hit another creature, those 4 weak points reappear.

Executioner’s Laceration

Additionally at 3rd level, by spending 3 Thrill points as part of an Attack action, you can replace a normal attack with this special attack. You can move next to a creature within 10 feet without provoking opportunity attacks.

If the creature's hitpoints are below half of it's max hitpoints, you may attack the creature with a finesse or light weapon. You can add 1d4 for each time you hit that creature during this encounter.

If the attack hits and the damage is enough to reduce the creature's hitpoints to 0, the creature is then instantly killed. Also, you may do this feature again as a bonus action, counting as if you hit the new target creature a number of times equal to how many times you hit the previous killed creature.

If the damage is not enough to reduce it to 0 hitpoints, then the creature only takes half the damage.

Target Acquire

Additionally at 3rd level, you gain one Thrill point when you hit 2 times the same creature in a row within a turn.

Effective Tools

Starting at 6th level, your critical hits with finesse or light weapons are now 19-20.

Also, by spending one Thrill point as a bonus action, you can augment the critical change by one if it’s a creature that you lastly hit.

Tactical Advantage

At 10th level, you gain 1 Thrill point when you hit a weak point from the Weak Spots feature.

Additionally, the weak points damage from the Weak Spots feature augments from 1d4 to 1d6 damage.

High Stakes

Starting at 15th level, when using the Attack action, you can lower the needed number to roll to do critical hit up to your proficiency bonus against a specific creature until the end of your turn, but it lowers your AC by the same amount. It most be the creature that you lastly hit.

Additionally, when you do a critical hit, you gain 2 Thrill Points and you count the attack has two hits for the Executioner’s Laceration feature.

Last Breath

Starting at 18th level, when you become Frenetic, the next hit you do will break all the 4 weak points of a creature and the critical range of the following attacks you make against it are from 17 to 20 while it's weakened.


Hopper

Using the totality of the space around them, these Daredevils like to take their combat to the sky.

By affecting the air around them with their will, these Daredevils fight to the next level by jumping at incredible heights and speed, being also able to even jump without needing any support and forcing other creatures to also fight in the air.

Air Hopping

At 3rd level, you can use your dexterity modifier instead of your strength to jump.

Also, by spending 2 Thrill points as a bonus action, you can add up to 10 bonus feet to your vertical or horizontal jump until the end of your turn.

At later levels, this feature's jumping boost augments:

Bonus Feet per Level
Daredevil Level Bonus Jump Length
3rd 10 feet
6th 20 feet
10th 30 feet
15th 40 feet
18th 50 feet

You can also do this feature once per short or long rest without spending any Thrill points.

Star Fall

Additionally at 3rd level, you are able to use the air and force of your body falling to use it as a lethal weapon against your enemies.

When you jump at least 10 feet, you can finish your jump in a hostile creature space within 10 feet.

If you finish your jump in a creature space, you can then fall or collide with it as part of the Attack action. The creature must make a Dexterity saving throw against an attack made with a weapon or unarmed strike.

If the creature rolls lower than you, it takes damage from the attack as usual but you also add the fall damage from the jump length as if you were falling from that distance.

Depending on how you jumped, the following effects happen:

  • Horizontal Jump: If the creature rolls lower than you, you also make the creature move 5 feet for each dice rolled for the fall damage. If not, you move 5 feet for every 2 dice rolled for the fall damage, which provokes opportunity attacks.
  • Vertical Jump: If the creature rolls lower than you, you also make the creature fall prone and the fall damage you would take is nullified by the same number of dices from the fall damage you will inflict. If not, you take the fall damage and you can't move for the rest of the turn.

You then move 5 feet in any direction. The number of dices you can deal with the extra damage from the fall damage are equal to your proficiency.

Aerial Maneuvering

Finally at 3rd level, when you deal fall damage to a creature or make it take fall damage, you gain 1 Thrill point.

Air Disk

At 6h level, you are able to stay in the air for a short period of time. Once per long rest, as a bonus action, you gain flight speed equal to your movement speed for 1 minute.

Fight To The Sky

Additionally, at 6th level, by spending 3 Thrill points when you hit a Large or smaller creature, the hit creature must make a Strength saving throw against your acrobatics or athletics skill check. If the creature rolls lower than you, then you jump vertically up to your maximum Air Jumping jump boost distance and bring the creature along with you.

By using a bonus action, you can attack the affected creature while in the air.

At the end of your turn, the creature falls prone on the ground.

You can use this feature once per turn.

Wind Warrior

At level 10, when you push a creature more than 10 feet or make it fall prone, you gain 1 Thrill point.

Additionally, the fall damage you would deal or cause a creature to take use d8s instead of d6s.

Light Body, Heavy Impact

At 15th level, your jumps are as impactful as a meteor and your body is as light as a feather.

You now only take half damage from fall damage and your jumping distance doubles.

Additionally, when you hit a creature with Star Fall, you can also damage creatures within 5 feet of the hit creature. They must also do a Dexterity saving throw, but they only take half the damage.

One With The Air

Starting at 18th level, your jumping distance doubles again.

Additionally, when you become Frenetic, you can hit the ground with your body or weapon as a bonus action. Doing so, all creatures within 15 feet must make a Strength saving throw against your acrobatic or athletic skill check. Every creature which a lower result goes up in the air up to 60 feet. You can make them fall to the ground just after this effect or at the end of your turn.

Mind Harvester

Daredevils only use their own emotions and will to express themselves in combat, but some of them instead use those of others to achieve that goal.

Manipulating the battlefield by absorbing the emotions and thoughts of their foes, these Daredevils experience the ecstasy of the overflowing amount of emotions they collect.

Psychic Thrill

Starting at 3rd level, you gain the ability to use psionic powers with your will and mind.

You can choose 2 manifestations that you can manifest from the Mind Harvester's Psionic Abilities below.

To manifest them, you need to use a number of Thrill points that the manifestation needs and you need to be stimulated by 2 links. You use your Intelligence Modifier for any effect of those manifestations. When you gain a new level, you can change 1 manifestation which you can manifest. You also have a Psionic DC equal to 8 + your proficiency bonus + Intelligence modifier. If you are concentrating on one manifestation, you can't concentrate on another.

Additionally, you can use Intelligence instead of Wisdom for your Daredevil class features.

Stimulus Overdose

Finally at 3rd level, you gain one Thrill point at the start of your turn for each emotional or intellectual link on hostile creatures.

Greater Mind

Starting at 10th level, you can learn 2 additional manifestations.

Mind Shatter

Starting at 15th level, you can willingly break your links with a creature, doing a great shock to the affected creatures and also granting an intense flow of emotions.

As a bonus action, you can break all links with the linked creatures, causing one of the following effects depending on the broken links:

Emotional. The emotions once drained resurface in an instant to the creature, dealing a shock to the mind and body. The creature needs to do a Wisdom Saving Throw against your Psionic DC. If it fails, it cannot take actions until the end of its turn and takes a number of d4 equal to the number of rounds it was linked to you as psychic damage.

Intellectual. You stop meddling with the thoughts of your enemy, granting them an unnatural amount of information in a mere instant. The creature needs to do an Intelligence Saving Throw against your Psionic DC. If it fails, it becomes stunned until the end of its turn and can’t concentrate for a number of rounds equal to the number of rounds it was linked to you.

Additionally, you gain 1 Thrill point for each broken link using this feature.

The Great Harvest

Starting at 18th level, when you become Frenetic, you can try to link yourself with every creature you choose within 15 feet of you with an Emotional or Intellectual Link, being able to go past your limit of links you have.

Mind Harvester's Manifestations

Aura of Victory (1–15 thrill; conc., 10 min.)

As a reaction whenever an enemy you can see is reduced to 0 hit points, you project thrillonic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled, you and each of your allies within 15 feet of you gain temporary hit points equal to double the thrill points spent to activate this effect until the end of the encounter.

Crowned in Sorrow (1–15 thrill)

As an action, one creature you can see within 30 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. You add 1d6 per 2 additional Thrill points used on this ability.

Eye of Horror (1–15 thrill)

As an action, choose one creature you can see within 30 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. You add 1d6 per 2 additional Thrill points used on this ability.

Primal Fury (1–15 thrill)

As an action, choose one creature you can see within 30 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. You add 1d6 per 2 additional Thrill points used on this ability.

Soothing Presence (1–15 thrill)

As a bonus action, choose up to three creatures you can see within 30 feet of you. Each target gains 3 temporary hit points until the end of the encounter. You add 3 per 2 additional Thrill points used on this ability.

Aura of Jubilation (3 thrill; conc., 1 min.)

As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 30 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.

Comforting Aura (3 thrill; conc., 1 min.)

As a bonus action, choose up to three allies you can see within 30 feet. Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.

Command to Strike (3 thrill)

As an action, choose one ally you can see within 30 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.

Coordinated Movement (3 thrill)

As a bonus action, choose up to three allies you can see within 30 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.

Incite Fear (3 thrill; conc., 1 min.)

As an action, choose one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends.

Incite Fury (3 thrill; conc., 1 min.)

As a bonus action, choose up to three allies you can see within 30 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.

Unsettling Aura (3 thrill; conc., 1 hr.)

As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 30 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.

Mindless Charge (3 thrill)

As a bonus action, choose up to three creatures you can see within 30 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.

Mindless Courage (3 thrill)

You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.

Aura of Bloodletting (5 thrill; conc., 1 min.)

As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 30 feet of you have advantage on melee attack rolls.

Beacon of Recovery (5 thrill)

As a bonus action, you and up to three allies you can see within 30 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.

Commander’s Sight (5 thrill; conc., 1 rnd.)

As an action, choose one creature you can see within 30 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.

Overwhelming Fury (5 thrill; conc., 1 min.)

As an action, you flood rage into one creature you can see within 30 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Punishing Fury (5 thrill; conc., 1 min.)

You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.

Visions of Despair (5-15 thrill)

As an action, you force one creature you can see within 30 feet of you to make a Charisma saving throw. On a failed save, it takes 3d4 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d4 per 2 additional Thrill points.

Visions of Disgust (5 thrill; conc., 1 min.)

You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 3d4 psychic damage, and until your concentration ends, it takes 1d4 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.

Wall of Repulsion (5 thrill; conc., 10 min.)

As an action, you create an invisible, insubstantial wall of energy within 30 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.

World of Horror (9 thrill; conc., 1 min.)

As an action, choose up to three creatures within 30 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 2d8 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Strategic Mind (9 thrill; conc., 1 min.)

As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 30 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.

Overwhelming Attack (9 thrill)

As an action, choose up to three allies you can see within 30 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.

Incite Panic (9 thrill; conc., 1 min.)

As an action, choose up to three creatures you can see within 30 feet of you that can see you. At the start of each of a target’s turns, before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.

Dolorous Mind (12 thrill; conc., 1 min.)

As an action, you choose one creature you can see within 30 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Swift Trigger

Bows, crossbows or firearms, by modifying those weapons, these Daredevils can use them while performing risky maneuvers, at the cost of their accuracy, which for them is no downside at all.

Using those modified weapons and melee weapons at the same time, Swift Triggers use their positioning to take advantage of their ranged weapons while also being able to pull off some kick hits and tricks on their foes.

Modified Weapons

Starting at 3rd level, you gain proficiency with tinker's tools and carpenter's tools.

By spending 8 hours with one of those tools, one ranged weapon and 10 gp of materials like metal and strings, the weapon used for this feature becomes a modified weapon, which reduces the normal range to half of it rounded down, but gives you the possibility to do some features described below. The normal range can't be reduced below 20 feet.

Can’t Catch Me

Additionally at 3rd level, by spending 2 Thrill points as a reaction when a creature enters within 5 feet of you or as a bonus action, you may roll an Athletic or Acrobatic skill check as opposed to one of a creature within 5 feet. If you succeed, you pass through the creature, moving in a straight line up to 20 feet and without provoking opportunity attacks from that creature.

Doing so will also give you the opportunity to attack the creature while passing through it by using a melee weapon or a modified weapon. In any case, you don’t suffer disadvantage for being in close quarters with a modified weapon during this feature and you can consider this attack as a melee attack for the purpose of the Thrill feature.

Hybrid Combat Style

Finally at 3rd level, you gain 1 Thrill point when you hit a creature with a ranged attack and a melee attack in the same round.

Additionally, you can count modified shortbows as light weapons for the purpose of the Rapid Maneuvering feature. You can shoot with a modified shortbow or load a modified crossbow/firearm even if your other hand is holding a light weapon.

Evasive Attacks

Starting at 6th level, during your turn, when you hit a creature, you can move 5 feet without provoking an attack of opportunity from the hit creature.

Coin Toss

Also at 6th level, by spending a certain amount of Thrill points as a bonus action, you can toss a coin in the air for each 2 Thrill points within 20 feet. They stay in the air until the end of your turn.

While the coins are in the air, you can attack them with a modified weapon. They have the same AC as the closest hostile creature to them + 2 for each coin in the air. If you attack them and the attack succeeds, all the coins ricochet to the closest creature, taking the damage of your weapon + 1d8 for each tossed coin.

Swift Menace

Starting at 10th level, each creature you pass through with the Fleet Positioning and Can’t Catch Me has disadvantage on their first attack made against you, and you have advantage on the first ranged attack made against them with a modified weapon until the end of your next turn.

Deadly Shots

Starting at 15th level, if you reduce a creature to 0 hitpoints with a Coin Toss, you gain 2 Thrill points and you can move up to where the coins were tossed.

Additionally, you gain 1 Thrill point if you pass through a hostile creature.

Showdown

Starting at 18th level, while you are frenetic, you can't receive disadvantage on your attack rolls while attacking with a modified weapon and you can count attack rolls of 9 or lower as a 10 when attacking with a modified weapon.

Additionally, when a creature moves or enters within 10 feet of you while frenetic, you can attack it with a modified weapon without using your reaction. You can only attack one time the same creature with this feature.

Weaveshaper

Through the study of the arcana and their willpower, weaveshapers learn how to shape the weave around them to cast powerful spells against their foes.

Instead of just using conventional ways of battle, the weaveshaper can spice up his style, making combat even more exciting with the explosions and rays they shape.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast arcanic spells.

Thrill Casting

Unlike other casters, you don’t use spell slots, instead, you use your Thrill to cast spells.

You can cast known spells by spending an amount of Thrill equal to its spell slot level multiplied by 3. For example, if you want to cast burning hands as a 1st spell slot, you must spend 3 Thrill points.

Additionally, you can use Intelligence instead of Wisdom for your Daredevil class features.

Spells Known of 1st Level and Higher

You know two 1st-level sorcerer spells of your choice.

You learn a new spell at every level. Each of these spells must be a sorcerer spell of your choice that you are able to cast. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Maximum spell level
Daredevil Level Spell Level
3th 1
4th 2
9th 3
15th 4
19th 5

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your sorcerer spells, since your spells are cast thanks to your knowledge of casting with magic by shaping and manipulating the Weave around you. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Shape Casting

Additionally at 3th level, you can act in a way so that you can shape and then cast a specific school of spell with more ease. To shape the spells, you must do specific actions in order to shape those spells correctly. When it's shaped, you can then cast a spell from that school with 1 less Thrill point for each spell level until the end of your next turn.

Abjuration. During your turn, use the Dodge or Disengage Action and dodge one attack, or dodging 2 attacks from different enemies.

Conjuration. During your turn, attack with two different weapons and hit 2 different creatures.

Divination. During your turn, use the Ready action and deal damage to a creature with it, or dodge an attack with Rapid Maneuvering.

Enchantment. During one round, move at least 10 feet in a straight line towards a creature, hit that creature and move 10 feet again.

Evocation. During one round, hit the same creature 2 times with a single weapon.

Illusion. During one round, miss one attack and directly hit the next one.

Necromancy. During your turn, reduce a creature to 0 hitpoints, or put it below half of its hitpoints.

Transmutation. During your turn, use Cooling-off or do a critical hit.

Additionally, you can cast any spell at your maximum spell slot level after using Frenetic without any Thrill cost.

Arcanic Rush

Additionally at 3rd level, you gain 1 Thrill when you deal damage with a spell or when you deal non-bludgeoning, piercing or slashing damage.

Also, you can use Intelligence instead of Wisdom for Daredevil features.

Weave Manipulation

Starting at 6th level, when you shape a spell with the spell Shape Casting Feature, by spending 2 Thrill points as a bonus action, you can cast a 1st level spell of the same school of the shaped spell this round.

Additionally, when you shape a spell, you can change the damage type of your weapon attacks until the end of your next turn, depending on the school of the shaped spell. Here is the corresponding damage type by school:

Damage by Spell School
Spell School Damage Type
Abjuration Bludgeoning
Conjuration Radiant
Divination Cold
Enchantment Poison
Conjuration Fire
Divination Psychic
Necromancy Necrotic
Transmutation Thunder

Arcanic Fueled Body

Starting at 10th level, after casting a shaped spell, you can do one of the following actions:

  • You concentrate arcana remaining of the shaping in your fists. You do an unarmed strike. On hit, you damage it and then you blast the hit creature, moving it up to 15 feet.
  • You propulse yourself up to 15 feet by building up the arcana on your legs.
  • You unleash the remaining energy for the shaping around you. Every creature within 5 feet must do a strength saving throw against your spell save DC.

Greater Shaping

Starting at 15th level, after casting a shaped spell, you can add an additional dice to the damage roll of the spell or augment the DC for the spell by 2.

Additionally, on the first round of combat, you can cast a 1st level or 2nd level spell without using Thrill points.

Exploding Weave

Starting at 18th level, when you become frenetic, an explosion of arcanic energy emanates from you. You deal 2d6 force damage to each creature within 15 feet. You can add 1d6 for each shaped spells you did from different schools you did during the current encounter, with a specific damage type depending on the school as in the Weave Manipulation feature's table.

Additionally, you cast one 3rd level spell without spending any Thrill points.

Daredevil Inspired Subclasses

In this part of the document, we have 6 subclasses inspired by the Daredevil to the base classes of the game: One for the Barbarian, Fighter, Monk, and Rogue.

These have been made for multiple reasons:

  • People that can't play the class due to DM restrictions on classes.
  • People that don't want to play the class itself but want something similar in one of the martial classes.
  • People that want to play the class but are new to D&D so can't grasp the difficulty of the class yet.

With these, I wish I can fulfill the needs of those players.

Barbarian Archetype - Path of the Manic

These barbarians live for battle and harness their rage to go dash into battle. Using Thrill, barbarians from the Path of the Manic are really good at targeting foes in the back lines of the battlefield, passing through them and harnessing the pain and thrill they took.

Thrill

Starting when you choose this path at 3rd level, Manics began to be able to use their will to push themselves to their limits.

Barbarians following the path of the manic have the ability to use Thrill, which permits them to go beyond their capacities and execute difficult maneuvers and techniques.

You gain Thrill points with the following methods:

  • Doing a critical hit.
  • Attack with advantage.

If your turn ends and you have not gained any Thrill points since your last turn, you lose 1 Thrill point.

You can have an amount of Thrill points up to your proficiency bonus. If you are at your maximum Thrill, you have advantage when initiating a grapple.

Perilous Charge

Also at 3rd level, by spending your maximum amount of Thrill points as a bonus action, you rush down a creature within 20 feet in a straight line going through hostile creatures' spaces.

If you are in Rage, you gain a bonus to your attack and damage die for each creature that attacked you after the end of your previous turn, up to your proficiency.

Furious Counter

Starting at 6th level, when a creature is about to hit you with an attack, you can spend your maximum amount of Thrill points by using your reaction to move up to 20 feet in the direction of the attacking creature.

If you are in Rage and end your movement within 5 feet of the creature, you can make an opposing Athletic skill check against the creature. If you succeed, you can shove the creature to the ground, making it prone. Otherwise, the creature can attack you as a reaction.

Deranged Presence

At 10th level, by spending your maximum amount of Thrill points as a bonus action just after putting a creature to 0 hitpoints, you can force every creature within 30 feet to do a Wisdom Saving Throw against a DC equal to the damage of your last attack. If they fail, they have disadvantage on their attacks while you are within 5 feet of them until the start of your next turn.

If you are in Rage, each creature who fails the saving throw also takes half the damage of your last attack as psychic damage.

Frenetic Rage

Beginning at 14th level, by spending your maximum amount of Thrill points as a bonus action while in Rage, you enter in a Frenetic Rage until the start of your next turn. While in a Frenetic Rage, you gain the following bonuses:

  • Your movement speed increases by 15 feet.
  • You can make an extra attack as part of the Attack action.
  • You can use Perilous Charge or Deranged Presence as a free action and without any Thrill cost in your turn.
  • If you put a creature to 0 hitpoints, you can add your proficiency bonus to the damage of your next attacks in your turn.
  • Furious Counter does not cost any Thrill points and if the creature becomes prone, you can attack the creature.

Once you use this feature, you can’t use it again until you finish a long rest.

Fighter Archetype - Bravo

Tricky and dirty, these warriors do not fight fair and are capable of doing anything to win.

Thrill

Starting at 3rd level, Bravos began to be able to use their will to push themselves to their limits.

The Bravo has the ability to use Thrill, which permits them to go beyond their capacities and execute difficult maneuvers and techniques.

You gain Thrill points with the following methods:

  • Hitting the same creature more than once.
  • Going below half your hit points.

If your turn ends and you have not gained any Thrill points since your last turn, you lose 1 Thrill point.

You can have an amount of Thrill points up to your proficiency bonus. If you are at your maximum Thrill, you gain a number of hitpoints equal to your proficiency bonus at the start of your turn.

Combat Tricks

Also at 3rd level, you learn 2 combat tricks, gaining an additional one at 7th, 10th and 15th level. You can perform a number of combat tricks a number of times equal to your proficiency bonus per short or long rest. You don't gain any Thrill when performing a Combat Trick. You can change one of your known combat tricks when you gain a level in Fighter. If a combat trick requires a saving throw, your Combat Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Opportunist Maker

When you are about to be hit with a melee attack, you can evade an attack to try to trip the creature by spending 2 Thrill points. You and the creature roll an opposing Athletic or Acrobatic skill check that you choose. If the creature rolls lower, you only take half the damage and you must move 5 feet without provoking opportunity attacks, the creature goes where you were positioned. Each creature around it can use its reaction to attack it.

Augment - Attacks made with reactions against that creature have advantage during the combat trick.

Shove and Pierce

By spending 2 Thrill points as an action, you can try to shove and follow it with a deadly attack. The creature must roll a Strength saving throw against your Combat Trick DC. If they fail, they are pushed up to 15 feet. If you follow it, you don't provoke opportunity attacks and you can attack it with advantage and you just need to roll a 19 or 20 to do a critical hit.

Augment - As long as you hit the creature, you can keep attacking it up to your maximum number of extra attacks.

Risky Dodge

When a creature is about to hit you with an attack, you can spend 2 Thrill points by using your reaction to dodge an attack and move 10 feet without provoking opportunity attacks. However, other creatures have advantage when attacking you until the start of your next turn.

Augment - You can dodge an additional attack and move 5 feet, however, you also become vulnerable to slashing, bludgeoning or piercing damage caused by creatures which you didn't dodge the attacks from.

Disabling Strike

By spending 2 Thrill points as part of your Attack action, you can concentrate on your next attack to disable your enemy until the end of your turn. If you hit with an attack, the creature must do a Constitution saving throw against your Combat Trick DC. If they fail, you can choose between the following options:

Hand - You hit a nerve point near the hand, causing the creature to release any object that hand was holding.

Feet - You hit a nerve point near the feet, causing the creature to fall prone.

Augment - When disabling the hand of the creature, you also make it have disadvantage on any attack roll made with that arm until the end of its turn. If disabling the feet, you also make it only move half its movement until the end of its turn.

Slippery Bastard

By spending 2 Thrill points as part of your movement, you can slide 15 feet, making you able to pass through creatures' spaces and without provoking opportunity attacks. You add +1 to your AC for each enemy you pass through until the start of your next turn.

Augment - Your first attack made against enemies that you went through have advantage.

Trauma Inducer

By spending 2 Thrill points as part of your Attack action, you can cause your next attack to cause some serious damage to the head of your foe until the end of your turn. On your next hit, the attack deals half the damage but also makes it blind and deafened until the end of its turn. These conditions end early if it takes damage.

Augment - The creature also falls prone.

Provoker

Finally at 3rd level, you can add your proficiency in skill checks which are used to provoke a creature.

On the Edge

Starting at 7th level, if you are below half your hitpoints at the end of a short rest, you also heal an amount equal to your proficiency bonus + your Wisdom modifier.

Improved Tricks

At 10th level, you can augment your combat tricks by spending an additional Thrill point.

Last Resort

Starting at 15th level, if you have no combat tricks remaining, you can expend 15 hit points to do one or 20 to do an augmented one.

War Trickster

At 18th level, you can attack immediately after doing a combat trick.

Monk Archetype - Way of Ambivalence

A lot of monks train to suppress or ignore their anger and excitement to stay calm during dire situations, however, others choose to harness it to their advantage. Monks following the way of ambivalence learned how to manipulate those emotions to help them in combat.

Thrill

Starting at 3rd level, monks following the Way of Ambivalence began to be able to use their will to push themselves to their limits.

They have the ability to use Thrill, which permits them to go beyond their capacities and execute difficult maneuvers and techniques.

You gain Thrill points with the following methods:

  • Hitting 2 different creatures.
  • Dodging 2 attacks in the same round.

If your turn ends and you have not gained any Thrill points since your last turn, you lose 1 Thrill point.

You can have an amount of Thrill points up to your proficiency bonus. If you are at your maximum Thrill, you add 10 feet to your speed.

Balance of Temperaments

Also at 3rd level, by spending 2 Thrill points as a free action, you can enter in one of the following temperaments until the start of your next turn:

Focused - You channel your emotions to totally focus on the battle. While focused, you add half your proficiency bonus rounded down in your AC and you spend one less ki point in monk features.

Excited - You free your emotions to augment battle prowess. While excited, your unarmed strikes damage dice value increases by 2 and you gain temporary hitpoints equal to your proficiency bonus when hitting a creature.

Your temperament stays one additional round if you gained a Thrill point before the end of this effect.

Additionally, while in a temperament, you can use 2 Thrill points as 1 Ki point when using a monk features and you can use 1 Ki point as 2 Thrill points for this subclass's features.

Embracing Body

Starting at 6th level, you can learn how to utilize your temperaments even more, making you able to manifest them in innovative ways.

Sharp Eyes - By spending 2 Thrill points as a bonus action while Focused, you can try to spot a weakness of your opponent until the end of your turn. On your next hit, the attacked creature must also roll a Constitution saving throw against your Ki save DC. If they fail, you reduce its AC by your proficiency bonus until the end of its turn.

Flaming Fists - By spending 2 Thrill points as a bonus action while Excited, you can fuel your arms and legs to aflame them. Until the end of your turn, your next 2 unarmed strikes can burn a creature on hit until the end of their turn. Burned creatures take 1d4 + your proficiency bonus fire damage at the start of their turn. If they take 6 or more damage from this feature, their next attack this turn has disadvantage.

Defensive Emotions

Starting at 11th level, you can extend the duration of your temperament up to 1 minute by spending 4 Thrill points while in one. Additionally, you now can control your emotions to use them defensively.

Motion Control - When a creature is about to hit you with a weapon attack while Focused, you can spend 3 Thrill points by using your reaction to alternate the way of the attack to another creature or to attack it instead. The creature must do a Dexterity saving throw against your Ki save DC. If they fail, you can choose a creature within 5 feet of you to take half the damage of the attack and you don't take any damage from the attack. If you don't choose, you can instead attack it and you also don't take any damage from the attack.

Tough Body and Mind - When you are about to do a saving throw while Excited, you can spend 3 Thrill points by using your reaction to gain advantage on that saving throw. If you succeed, you gain temporary hitpoints equal to your monk level.

Total Control

By 17th level, you become fully capable of harnessing all your emotions and controlling them. By spending 2 Thrill points while in a temperament, you can change your temperament into the following one:

Controlled - Your mind and body become one with your emotions and your will. While controlled, you do an extra attack when using Flurry of Blows, you heal yourself by an amount equal to your proficiency bonus and gain 2 ki points at the start of your turn.

While controlled, you can use both abilities from the Embracing Body and Control of Emotions features.

This temperament stays one additional round if you gain 2 Thrill points before the end of it. You cannot extend it with the Defensive Emotions feature.

Rogue Archetype - Madcap

Thrill

Starting at 3rd level, Madcaps began to be able to use their will to push themselves to their limits.

Madcaps have the ability to use Thrill, which permits them to go beyond their capacities and execute difficult maneuvers and techniques.

You gain Thrill points with the following methods:

  • Doing a Sneak Attack.
  • Reducing a creature to 0 hitpoints.

If your turn ends and you have not gained any Thrill points since your last turn, you lose 1 Thrill point.

You can have an amount of Thrill points up to your proficiency bonus. If you are at your maximum Thrill, you can attack with a light weapon as a bonus action.

Rushing Blade

Also at 3rd level, by spending 2 Thrill points when you use a bonus action to Disengage, you may immediately move up to 15 feet towards a hostile creature. You may immediately make an attack with a light weapon against the creature you moved towards. When you move in this way, you are unaffected by difficult terrain and can pass through spaces occupied by other creatures without penalty.

Pumping Adrenaline

Starting at 9th level, by spending 2 Thrill points on your turn, you gain an additional bonus action.

Once you use this feature, you can't do so again until you finish a short or long rest.

Danger Seeker

At 13th level, when a creature within 5 feet is attacking an ally, you can spend 3 Thrill points by using your reaction to attract its attention to you and he instead attacks you. If it misses the attack, your next weapon attacks scores a critical hit on a roll of 18 to 20 against that creature until the end of your turn.

One against the World

When you reach 17th level, by spending 6 Thrill points, all your attacks count as being Sneak Attacks, but you can only sneak attack the same creature once.

Once you use this feature, you can't do so again until you finish a long rest.

Changelog

V1.0

Creation of the class with 6 subclasses: Blade's Edge, Blooming Rose, Divine Wrath, Hitman, Swift Trigger and Weaveshaper.

V2.0

After all the feedback, I tried to focus on what makes the daredevil. I tried to make the key features of the class and the subclasses risky to use. Also changed or removed some features that were hard to balance (the old Hybrid Combat Style for example) or just weird (old Rapid Action).

Base Class

Worked on wording, changed some of them like Rapid Action and added new ones that give a bit more personality to the Daredevil. The Daredevil has a lot of tools, but each of them tries to give a risk if you use them too much.

  • Rapid Action no longer uses math but instead uses a table, plus now there's a risk if you fail the check.
  • Added Fighting Style with an new one which grants you more AC when you use your reaction.
  • Quick Hands in now a 1st level feature, don't gives you the option to disarm someone, but makes you a better cheater at games.
  • Thrill is now a 2nd level feature and you are faster when you are at the maximum of your Thrill.
  • Combo Breaker is also a 2nd level feature and it now has the chance to exhaust you at the end of it.
  • Stress Relief is now a 4th level feature and uses a bonus action.
  • Fleet Positioning doesn't use as much Thrill as before.
  • Instinctive Counter is a new 7th level feature.
  • Prey and Predator is a new 8th level feature.
  • Adrenaline Rush can be used any amount of times per day and gives a smaller amount of bonus actions, but after the first one, you gain a level of exhaustion. You gain more bonus actions at 17th level.
  • Rip and Tear replaces the second extra attack at 11th level.
  • Thrilling Danger is a new 13th level feature.
  • Bringer of Carnage's DC is now equal to the full damage instead of half.
  • Master of All Weapons has been totally reworked.
  • Lord of the Battlefield can no longer augment the Int of someone (except for Weaveshaper).

Blade's Edge

Changed this passion to reward the player to use the blades a bit more, and made the class a bit more around Wisdom.

  • Hail of Blades now makes you faster, tankier and more precise with your blades while you have the maximum amount of blades you can have.
  • Dashing Blades can go further but does not manifest a blade when activated. But if you hit 3 times, then it manifests a new one.
  • Blades Shield now reduces the damage by 8 instead of 10.
  • Rain of Blades now only has a range of 30 feet, but each blade deals 1d6 instead of just 1d4 and you only lose one blade if you don't take someone out.
  • Blade Dispersion doesn't manifest as much blades as before, but deals 1d4 damage to each creature which it manifests from.

Blood Rose

Blooming Rose is now called Blood Rose due to the new direction it has taken. You can now sacrifice some of your hitpoints by pushing their body and mind further to make the abilities stronger.

  • Whirldind of Blood no longer has more range by using a ranged weapon, but instead by sacrificing your hitpoints.
  • Battlefield Sweeper now gives temporary hit points for a short duration if you sacrifice your hitpoints.
  • One Thousand Petals now deals damage to every creature around you. It can deal more if you lose some hitpoints.
  • One Rose Many Corpses no longer consider big foes has 2 creatures, but augments the range of Whirlwind of Blood.
  • Death Lotus now requires you to lose hitpoints to activate.

Divine Wrath

Divine Wrath was really strong (thanks to one of my play testers). It has been overall nerfed and made it a bit more in line with the other subclasses and with the concept of the Daredevil.

  • You can no longer cast cantrips and the number of Spells cast per day without Thrill has been reduced greatly. You also need to be lower than half your hitpoints to cast Thrill Based Spells, following the thematic of the Daredevil being in a divine trail.
  • Battler Healer is a new 3rd level feature.
  • Mercy and Punishment is weaker when you are above half your hit points and can only be used as an action.
  • Divine Inspiration can only make you use Mercy and Punishment as a bonus action, no longer cantrips.
  • Gods'Wrath's healing and damage go from 5d4 to 7d4.

Hitman

Hitman was not clear enough and had a free critical attack. So some elements changed to make it a bit more team focused and more reliant.

  • Weak Spots now weakens the enemy, leaving him vulnerable to take more damage.
  • Executioner's Laceration now only deals half the damage if you can't reduce the creature's hitpoints to 0 with the total damage, and it costs 3 Thrill points.
  • Quick Positioning is now Tactical Advantage. It removed the bonus action to move but now you gain Thrill by hitting weak points.
  • High Stakes now makes critical hits as double hits for the purpose of Executioner's Laceration, but no longer increase the damage of it.

Swift Trigger

Swift Trigger was a Thrill generation machine with a very safe playing style. With these changes, I wish I can reinforce it's theme and make it a bit more interesting.

  • Modified Weapons replaces Hybrid Combat Style. Most features now require those weapons to work.
  • Can't Catch Me now costs 2 Thrill points, has it's movement reduce to 20 feet and requires a skill check opposition between the creatures.
  • In and Out Style changed name to Hybrid Combat Style.
  • Evasive Attacks now works with every attack.
  • Coin Toss is a new 6th level feature that replaces Match Shot.
  • Deadly Shots now gives you Thrill when you go through a hostile creature's space instead of shooting within 20 feet.

Weaveshaper

Weaveshaper was fine, but I tried to work around it's lack of flavor and clarification to make it even better.

  • Changed the maximum spell level per level and you no longer have cantrips.
  • Shape Casting had an error where instead of saying 1 less Thrill point per each spell level, it was saying just 1 less Thrill point, which was underwhelming. Also removed the Disarm to have the Illusion shaping.
  • Arcanic Rush now makes you give 1 Thrill when you deal damage with spells and when you deal magical damage types, and you can replace Wisdom for Intelligence for every feature of the class.
  • Weave Manipulation now costs 2 Thrill points and you can change the damage type of your weapons when you shape spells.
  • Arcanic Fueled Body is a new 10th level feature which replaces Rapid Shaping.
  • Greater Shaping now empowers your spells instead of doing unarmed strikes.
  • Exploding Weave no longer makes you able to cast a 5th level spell for free, but you can still cast a 3rd level one.

V3.0

For this update, I mostly tried to fix the wording and specifies some aspects of the class and subclasses to make it less confusing, while also adding 3 more subclasses to the bunch: the Hopper, the Enforcer and the Mind Harvester.

Base Class

Small tweaking to make the class a bit more clear.

  • Rapid Action now specifies that you can use the same weapon you attacked with as a bonus action if you have the right conditions.
  • Combo Breaker's DC for exhaustion is now 10 but it augments by 5 each time you use it per long rest and you gain temporary Thrill points when used.
  • Quick Hands now gives proficiency in Sleight of Hand.
  • Fleet Positioning now only costs 1 Thrill point.
  • Instinctive Counter now specifies that it's the creature's check which is taken in account for the counter to take effect.
  • Thrilling Danger does not work if you know its position or if its an allied trap.

Blade's Edge

Blade's Edge is a really good spot, however, the way the blades are handled make this a bit convoluted to use due to how many dices you need to roll. So I thought of an alternative to make it a bit easier to handle.

  • Hail of Blades has massively changed. Now you manifest blades when you hit a creature. The blades' hits now depends of the attack roll instead of rolling for each. For each 2 values of your attack roll above the enemy AC, a blade will hit it. However, now that the blades are easier to get, you also loose them when you are hit by an attack.
  • Dashing Blades's range is now 10 feet.
  • Rain of Blades is now a bonus action and reduces the value you need to hit with a blade.

Divine Wrath

Small change to make divine wrath a bit more consistent.

  • Thrill Casting now only resets at long rests and not short rests.

Enforcer

New subclass around strength by shoving, grabbing and throwing it's opponents around, and using it's own muscles has armor.

Hopper

New subclass around jumping and using fall damage to damage his enemies. Also adds some utility outside of combat with a free hop per short rest and flight per long rest.

Swift Trigger

The last feature of this class was quite boring and was coping Action Surge in some way. The new one may help it to be a bit more interesting.

  • Showdown no longer gives you an extra Attack action, but gives grants you no disadvantage on attack rolls and you can always attack at 10 with a modified weapon.

Mind Harvester

New subclass around using psi abilities and consuming the emotions and thoughts of others to satisfy the greed for more intense emotions.

V4.0

For this update, I tried to balance the new subclasses and base class, and worked more on the wording of must features. Also added the new subclasses for some base classes of D&D 5e inspired by the Daredevil: Path of the Manic for Barbarian, Bravo for Fighter, Way of Ambivalence for Monk and Madcap for Rogue.

Base Class

Overall balancing and tweaking of features. Some features also changed name.

  • Rapid Action is now Rapid Maneuvering, and it now you take an additional dice of damage when you fail to dodge the attack.
  • You can now choose Superior Technique as a Fighting Style.
  • Thrill now specifies the maximum amount of Thrill you get and that out of combat you don't have Thrill. Also, you no longer gain Thrill when you take damage, but you gain when you go below half your hitpoints and when passing through creatures with Fleet Positioning. Finally, if you are above half your maximum Thrill, your unarmed strikes and improvised weapons are stronger.
  • Combo Breaker is now called Frenetic to make it more clear to what it does.
  • Stress Relief is now called Cooling-off to make it more clear to what it does. Additionally, it's now a 2nd Level feature and only heals the amount of Thrill points you spend + your Wisdom modifier, and it can remove the frighten condition and add some extra healing if you spend 5 Thrill points or more a number of times equal to your proficiency bonus per short rest.
  • Instinctive Counter now costs 3 Thrill points and no longer asks you to do a skill check. Instead you attack the creature with a light weapon. If you succeed, you deal damage, disarm it, and you only take half the damage. You still fall prone and take damage if you fail.
  • You can only attack, cast spell/cantrips, and use non Daredevil features more than once with bonus actions.
  • Bringer of Carnage no longer affects allies.
  • Master of All Weapons now augments all weapon's damage dice to 1d10 instead of 1d12. If the weapon already does that much damage or more, then you add 1d6.
  • Lord of the Battlefield only grants 2 bonus actions if you are at your maximum thrill.

Blistering Light

New subclass around using Luxor, an energy which uses light, to do a variety of abilities around their Lightborn by mixing it with the Daredevil's Thrill.

Hitman

This subclass is fine on itself but Executioner Laceration was a bit clunky and weak.

  • Executioner's Laceration now replaces an attack instead of using the full action.
  • You need to hit a creature 2 times in the same turn to gain thrill now.

Hopper

This subclass is fine on itself but it needed some buff to be less clunky.

  • Air Hopping is now specified that it only adds the bonus jumping in your turn.
  • Star Fall's attack is now part of the Attack action instead of using the all action.
  • Air Disk now specifies that it takes your movement speed for the flying speed.

Mind Harvester

This subclass was kinda weak since you would loose all your links on a hit + fail saving. I increase the power of the links and also adjusted the manifestation to be a bit more balance overall.

  • Emotional Link and Intellectual Link only lose 1 link when you fail the saving throw, or 2 if the attack was a critical hit.
  • Emotional Link and Intellectual Link only costs 1 Thrill point.
  • Removed redundant wording on Incite Fear.
  • Overwhelming Fury now obliges the creature to do the thing it does, instead of giving the choice.

Base Classes Subclasses

Path of the Manic

New subclass to the Barbarian around using Thrill and dashing head first in battle.

Bravo

New subclass to the Fighter which uses Combat Tricks with his Thrill to take the upper hand in battle.

Way of Ambivalence

By merging both Tranquility and Excitation, this new subclass for monks can change his temperament to his advantage when facing his foes.

Madcap

Hot headed and a bit insane, this new subclass for Rogues likes to go beyond his capabilities while playing dirty.

Credits

Artwork Credits

Cover: Art by 沧海易

Pg 2: Art by 酉 钲

Pg 3: Art by Richard Anderson

Pg 4: Art by seojh1029

Pg 6: Art by usudaidai

Pg 8: Art by yuhime

Pg 10: Art by Kkulbeol Beolkkul

Pg 13: Art by MiguelCoimbra

Pg 14: Art by seojh1029

Pg 16: Art by KaelNgu

Pg 17: Art by velinov

Pg 18: Art by kuroi-tsuki

Pg 19: Art by Sebastian Horoszko

Pg 20: Art by shi yusu

Pg 21: Art by Ari-Matti Toivonen

Pg 22: Art by b-nine

Pg 24: Art by jason-felix

Pg 26: Art by Jeremy chong

Pg 28: Art by LI qian

Pg 29: Art by Jack Frin

Pg 30: Art by Mikhail Shutiak

Pg 32: Art by Jesika Art

Pg 33: Art by Aurore Folny

Last Page: Art by haruken

Help and Feedback Credits

André Figueira SignorJC
Dooflegna fraidei
SamuraiHealer Mikapuccino
Acrobatic_Plant2937 Canuckadin
HeavenLibrary -
Enaluxeme -
Primary-Criticism-26 -

I wanna thanks samsational2003 for the inspiration and help for the Hopper subclass, and Mikapuccino for creating the Blistering Light subclass.

 

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