Pyromaniac dnd name generator
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The creature may make a Constitution saving throw at the end of each of its turns to end this effect Whenever you attack a living creature and roll the maximum possible result on at least one of your weapon’s damage dice, the target takes 1d4 damage at the beginning of each of its subsequent turns if it is not already suffering from this effect.When you score a critical hit, double your ability bonus to the damage roll.The DC is equal to 8 + your proficiency bonus + the ability bonus you used for the attack. Several of this feat’s features require a target to make a saving throw. You excel at targeting vulnerable points and causing deadly and typically messy damage. Once you have successfully charmed a beast, you can't use this ability again until you complete a short rest. On a successful save, the beast is immune to further attempts to charm it until 24 hours have passed. On a failed save, the beast is charmed by you until your next short rest, at which time it takes its leave, or until you or one of your companions harm the beast. It has advantage on its saving throw if you or one of your companions has cause harm to the beast or any of its allies. Otherwise, the beast must make a saving throw equal to 8 + your proficiency bonus + your Wisdom bonus. If the beast's Intelligence is 4 or higher, you fail. As an Action, you can attempt to convince a beast within 30 ft.Increase you Wisdom score by 1, to a maximum of 20.You have a way of pacifying even the most vicious beasts. Once your Adrenaline Rush has ended, you can't enter it again until you complete a long rest. You gain temporary hit points equal to your character level.You have a +1 bonus to attack and damage rolls, as well as Strength-, Dexterity-, and Constitution-based ability checks and saving throws.When your hit points are reduced to half or less than your maximum, you enter an Adrenaline Rush that lasts for one minute or until you are reduced to 0 hit points or knocked unconscious. You're at your best and most dangerous during these moments. You crave the feeling of being on the knife's edge between victory and defeat, life and death. This feature can't be used on the same turn as an Action Surge. Once per short rest on your turn, you can take an additional action.You are proficient in your choice of Acrobatics or Athletics.Increase you Dexterity score by 1, to a maximum of 20.You know that there's no time to waste, and you're quick to turn thought into action. The following new feats are available for selection in games where feats are allowed.