Path Of The Bouncer

"I already told you, you're not on the list. Now get lost, fucko."

The pulse-pounding rhythm of the nightclub circuit is as natural for some renegades as their own heartbeat. Bouncers blend together their need for action with their penchant for violence - and get paid doing it. A bouncer cracks skulls professionally, heedless of their own well-being or the possibility of collateral damage.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you get hype. If you do so, for the duration of your hype you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your hype ends, you suffer one level of exhaustion (PHB Appendix A).

Heedless Hype

Beginning at 6th level, you can't be charmed or frightened while hype. If you are charmed or frightened when you get hype, the effect is suspended for the duration of your hype.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

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