DareDevil
Do you dare the devil in me? A very nimble class with a hit dice of a d6
                      Level Proficiency                Features                   Adrenalin
                                 Bonus                                           actions dice
                        1           2              Adrenalin Surge,                  d8
                                                Saturday Night Special
                                                    Combo Points
                        2           2                   Combos                       d8
                        3           2            Inner Devils(subclass)              d8
                        4           2                     ASI                        d8
                        5           3                 Extra Attack                   d10
                        6           3            Inner Devils(subclass)              d10
                        7           3               Smiley Strength                  d10
                        8           3                     ASI,                       d10
                        9           4        Skill Expertise Saving throws           d10
                        10          4       Adrenalin Surge Improvements             d12
                        11          4            Inner Devils(subclass)              d12
                        12          4                     ASI                        d12
                        13          5                    Tempo                       d12
                        14          5          Acrobatics never below 9              d12
                        15          5           Daredevils’ perception,              d12
                                                Combo’s improvement
                        16          5                     ASI                        d12
                        17          6            Inner Devils(subclass)              d12
                        18          6       Adrenalin Surge Improvements             d12
                        19          6                     ASI                        d12
                        20          6                 Good Luck                      d20
Hit dice: 1d6
Proficiencies:
Armor: Light Armor,
weapons: simple and martial weapons
Tools: none: Saving throws Dexterity and Charisma
Skills: Choose (3): Acrobatics, Deception, Insight, Intimidation, Investigation, perception,
Persuasion, Sleight of Hand, Stealth
Equipment:
      Leather Armor
      Two Light Weapons, or One light weapon and a Pistol or, One simple weapon and two
       Pistols
      Explorer's Pack or Dungeoneer's Pack
      or you can roll 5d4 * 10 and spend your gold.
What do I want:
Zone- Some sort of buff to ac and dmg, more move speed, and a d10 action dice later d12 and later
d20 and a d10
       Earn it by killing, Critting, Hitting, Saving throw,
Combo- (Ki) points where you can do cool sheet.
Pistols and light weapon fighting
Devil side use charisma for Strength checks
Skill expertise
Acrobatics never below 9
Tempo A forced Zone for exhaustion
Dexterity saving throws +
extra attack
Daredevils’ perception
Adrenalin Surge:
At first level you gain the ability Adrenalin Surge. You can activate this ability for free but
you need to reach 3 combo points before you can activate Adrenalin surge.
If you activate Adrenalin surge you do not lose any of your combo points and also
If your have zero combo points you automatically lose the effects of Adrenalin Surge or if you
knocked unconscious or you are restrained.
Adrenalin Surge effects:
      Gain: +5 Ac
      Gain +2 damage to your weapons
      Gain +10 speed
      Gain The attack Action Dice ability.
Attack action dice: Once a turn you can roll your Adrenalin dice and add it to your Attack. You
decide when to roll but before the DM tells you, you hit or not.
Your Adrenalin dice changes between levels.
Saturday Night Special:
You gain proficiency with Pistols and with Tinkerers Tool.
You can use your charisma modifier whenever you use the Tinkerers tool.
You can craft a pistol using 50 gp worth of materials
the pistols got the ranged 40/120 light, finesse, ammunition properties, and
it deals 1d6 damage
Ammunition – Your pistol magazine can hold up to 12 bullets. You must reload using your
movement action, Action, Bonus Action or your Adrenalin Dice
Combo Points
You Earn Combo Points by Successfully attacking (1), killing (2), Critting (2), making a Successful
Saving throw (1) and also if you been unsuccessfully targeted by an attack (1)
If you haven’t Gain any new combo points between the turn you started and the start of your next
turn, you lose all of your Combo points
You have a maximum number of combo points which is 3 + your Daredevil level
Combos
At level two you learn the arts of flourishing moves
Your Combos DC is: 8 + Charisma modifier + proficiency bonus
Some of your Combos deal Style Damage which is: Charisma Modifier + Proficiency bonus
Slice and dash: Whenever you take the movement action you can spend 2 points of combo points
you gain the effects of the Disengage action and you can move to any direction up to 30 feet if you
pass through any enemy, they have to make a DEX saving throw or take your Style worth of
damage or half if successful
Riposte: whenever someone hits you, you can spend 1 Combo point as a reaction and add your
Style to your AC until the Start of your next turn.
Run 'n Gun: As an action You must hold at least one ranged weapon to you use this combo and
spend 3 combo points to Gain the effects of Disengage, Dash and make a ranged attack to which
attack you add your Style.
Whirlwind: if you hold at least one melee weapon and make a successful attack with it you can
spend 3 combo points and deal Style Damage to everyone you choose 10 feet around you
Focus Strike: if you land a Successful hit on someone you can spend 1 combo point, they have to
make A DC Dexterity saving throw if they fail you deal extra Style damage
if they succeed, they only take half.
Inner Devils
At level 3 you have to choose a subclass these are
Bloody Rose: A straight melee focused subclass who can manage horde of enemies with a higher
AC then usual
Half-man: a more tanky, melee half devil subclass temporary Hp more resistances and claws to
attack, whenever you would take damage reduce the damage by your Style point
Pistoleer: Dual wielding pistol user
Red Jacket silver Hair: A Half pistoleer and half blade user
Claymore: A Longsword user, reach, between a horde and solo specific
Quick Blade: A One blade user solo Specific
Smiley Strength
you gain proficiency with Athletics and whenever u have to make a STRNGHT ability check you
can add your CHA mod instead
Evasion
At level 9 you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery
breath or an ice storm spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Expert Hands
choose one skill you are PROF in it you gain the benefits of Expertise
Adrenalin Surge Improvements
                                            +6 Ac
                                            +4 damage to your weapons
                                            +20 speed
                                            and an attack action dice of d12
Tempo
With your reaction you can activate your Adrenalin surge and gain 3 points of Combo
the downside whenever your Adrenalin surge ends you gain a level of exhaustion which you ignore
while under the effect of Adrenalin Surge.
Daredevils’ perception
you cannot be surprised and gain +2 on your perception checks
Combos      improvement
Whenever you gain a combo points you gain +1 extra
Adrenalin Surge Improvements
                                            +10 Ac
                                            +6 damage to your weapons
                                            +30 speed
                                            and an attack action dice of
Good luck!
You cannot lose your Adrenalin surge only if you want to
If you Critically Hit an enemy the rest of your attacks are automatic Critical hits until the start of
your next turn