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Fury Barbarian

A variant Barbarian class

by MARK STOUT

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Not for resale. Permission granted to print or photocopy this document for personal use only. FURY BARBARIAN 1
Fury Barbarian
Fury Barbarian
Introduction Proficiency Fury
These barbarians are not guided by unbridled anger, and Level Bonus Points Features
don't mindlessly rage at the foes before them. Instead, these
1st +2 2 Aegis of Fury, Fury,
barbarians tap into a reservoir of inner power created by
Unarmored Defense
cold, calculating fury. They build their anger and unleash it
in deliberate, devastating moves that crush their enemies. 2nd +2 2 Danger Sense, Reckless Attack
These are fury barbarians.
3rd +2 3 Path of Anger
Inner Fury 4th +2 4 Ability Score Improvement
Barbarians learn to tap into a wellspring of inner power by 5th +3 5 Extra Attack, Fast Movement
building their anger. Their anger can come from a desire to
6th +3 6 Path Feature
protect their clan or people, or to see a particular foe suffer.
Regardless the reason, their anger allows them to draw on 7th +3 7 Feral Instinct
this inner fire to strike devastating blows, withstand
8th +3 8 Ability Score Improvement
injuries, and even shatter spells with a blow from their
weapons. 9th +4 9 Brutal Critical (1 die)
As they become more experienced, this pool of inner fire
10th +4 10 Path Feature
grows, allowing them to use abilities more often and even
chain them together. 11th +4 11 Linked Fury
12th +4 12 Ability Score Improvement
Class Features 13th +5 13 Brutal Critical (2 dice)
Hit Points, Proficiencies, and Equipment are unchanged 14th +5 14 Path Feature
from the core class in the Player's Handbook.
15th +5 15 Blindsense
Rage, Relentless Rage, Persistent Rage, and Primal 16th +5 16 Ability Score Improvement
Champion features are removed from this class variant.
17th +6 17 Brutal Critical (3 dice)
Unarmored Defense, Danger Sense, Reckless Attack, 18th +6 18 Indomitable Might
Ability Score Improvement, Extra Attack, Fast Movement,
Brutal Critical, and Indomitable Might are unchanged 19th +6 19 Ability Score Improvement
from the core class in the Player's Handbook. 20th +6 20 Unending Fury
Fury
Your training allows you to access a pool of inner power
Fury Abilities
brought out by your anger. Your ability to use this power is A fury ability that has a trigger of "as part of an attack
represented by a number of fury points. Your barbarian level action", affects only one attack of that action unless extra
determines the number of fury points you have, shown in points are spent for each additional attack of the action.
the Fury Points column of the Fury Barbarian table. Only one fury ability may be used as part of the same action,
You spend fury points to use special fury abilities. You bonus action, or reaction.
start knowing three fury abilities of your choice from the Blood of my Enemy (6th level required). As a bonus
Fury Ability list. You learn two more abilities of your choice action, you may spend 1 fury point to make one melee attack
at 6th, 10th, and 14th levels. When you gain new abilities, against an opponent.
you may switch out one previously gained ability. Challenging Shout. As a bonus action, you may spend 1
When you spend a fury point, it is used up until you fury point to unleash a challenging bellow at one opponent.
complete a short or long rest, and then begin a combat. Your The opponent must succeed at a Wisdom saving throw or
points are restored to maximum immediately before you roll suffer disadvantage on attacks against any target except you
initiative. until the end of your next turn.
Some fury abilities require your opponent to make a Crippling Blow (6th level required). You may spend 1
saving throw to avoid the effect. The saving throw DC is fury point as part of an attack action with a melee or thrown
calculated as: weapon to cripple your opponent’s ability to fight. On a hit,
Fury save DC = 8 + your proficiency bonus + your opponent must succeed at a Constitution saving throw
your Strength modifier or suffer disadvantage on attack rolls until the beginning of
your next turn.

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Encouraging Fury. When making a saving throw against
Path of Anger
a fear effect, you may spend 1 fury point to gain advantage At 3rd level you choose a path that is the reason and focus of
on the roll. You may spend 2 fury points to grant advantage your anger. Choose either the Clan Protector path or the
on saves against fear to all allies within 10 feet. Mageslayer path, detailed at the end of the class description.
Frenzied Rush. You may spend 1 fury point when Your choice grants you additional features at 3rd, 6th,
moving to double your speed until the beginning of your 10th, and 14th levels.
next turn.
Furious Strike. You may spend 1 fury point as part of an Feral Instinct
attack action, or a bonus action or reaction that grants an
attack, to land a devastating blow with a melee or thrown At 7th level your instincts are so honed you can react
weapon. You may use this ability before or after you roll instantly to danger.
your attack, but before you know whether you hit or not. On When you are surprised, and not incapacitated, you can
a hit you deal extra damage, of the same type as your act normally on your first turn.
wielded weapon, equal to 4 + your proficiency bonus.
Inspired Fury. As a bonus action, you may spend 2 fury Linked Fury
points to cast Hunter's Mark on one opponent. At 11th level you have such control over your fury abilities
Intimidating Presence. You may spend 1 fury point as that you may activate 2 abilities at once, so long as they have
part of an attack action to attempt to frighten your the same activation requirement.
opponent. On a hit, your opponent must succeed at a Activation requirements include "as part of an attack
Wisdom saving throw or be frightened until the end of your action", "as a bonus action", and "as a reaction".
next turn. You must spend the fury points needed to activate both
Invigorating Fury. As a bonus action, you may spend 1 abilities to use this feature. For example, you may spend 2
fury point to gain an amount of temporary hit points equal fury points to use both Furious Strike and Crippling Blow on
to your level. You can't use Invigorating Fury if you currently the same attack.
have temporary hit points.
Knockdown Blow. As part of an attack action with a Blindsense
melee weapon, you may spend 1 fury point to knock your
opponent down. On a hit, your opponent must succeed at a Starting at 15th level, if you are able to hear, you are aware of
Strength or Dexterity saving throw or be knocked prone. of the location of any hidden or invisible creature within 10
Pinning Throw (6th level required). As part of an attack feet of you.
action with a thrown weapon, you may spend 1 fury point to
pin your opponent in place. On a hit, your opponent must Unending Fury
succeed at a Dexterity saving throw or be restrained. Your At 20th level, when you roll for initiative and have no fury
opponent must take an action to free themselves safely, or points remaining, you gain 4 fury points.
may simply pull free, taking 1d6 + your Strength modifier
piercing damage.
Retaliatory Strikes (11th level required). As a reaction,
when an opponent within 5 feet damages you, you may
spend 2 fury points to take an attack action against that
opponent.
Steel Will (11th level required). When you are required
to make an Intelligence, Wisdom, or Charisma saving throw,
you may spend 1 fury point to gain advantage on the roll.
Stronger than Death (11th level required). When you are
reduced to zero hit points, you may spend 3 fury points. If
you do, you are instead reduced to 1 hit point.
Stunning Blow (6th level required). As part of an attack
action with a melee weapon, you may spend 1 fury point to
attempt to stun an opponent. On a hit, your opponent must
succeed at a Constitution saving throw or be stunned until
the end of your next turn.
Swift Fury. When rolling initiative, you may spend 1 fury
point to add a +4 bonus to the roll.

Aegis of Fury
Whenever you spend one or more fury points, you gain
resistance to bludgeoning, piercing, and slashing damage for
1 minute. You can't use this ability if you currently have
resistance to those damage types.

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Path of the Clan Protector Path of the Mageslayer
Some barbarian tribes are distrustful of users of arcane
You are sworn to protect your clan in any possible way. This magic, while others outright hate anyone who wields the
includes not only directly protecting your people and their arcane arts. You come from a tribe with a history of hatred
assets, but also seeking out potential threats and eliminating of sorcerers, wizards, and anyone else who deals in arcane
them before they become a danger. Because of the latter magic. Perhaps your clan suffered at the hands of an arcane
reason, clan protectors will range far and group with others magic user, or you lost friends or family to one. Regardless,
to deal with problems before they reach their home. you have a burning hatred of all who use the arcane and live
Stalwart to destroy them and cast down their works.
When you choose this path at 3rd level, you gain the ability Arcane Sense
to hinder an attacker trying to harm an ally. When an enemy With some preparation you can sense the presence of arcane
you can see attacks an ally within 5 feet of you, you can use magic. When taking this path at 3rd level, you gain the
your reaction to impose disadvantage on the attack roll, or ability to cast Detect Magic, but only as a ritual. You can also
make one melee attack against that enemy. use the spell to identify a whether a spell caster uses arcane
Sworn Enemy or divine magic.
At 6th level, you can name one group as an enemy of your Mageslayer
clan. A group is any one organization of sentient beings At 3rd level, you gain the Mage Slayer feat.
native to the prime material plane. A group has to be
specific, such as "the Bloody Tusk Orc tribe" or "Cult of the Spellshatter
White Worm". A group can't be generalized, such as "Orcs" or When you reach 6th level, you can use your fury to destroy
"People of the Foggy Coast". Once you name an enemy, you ongoing magical effects, whether they affect a caster or an
can't name a new enemy until 24 hours have passed. area. You can spend 2 fury points as part of an attack action
You have advantage on Wisdom (Survival) checks to against a caster or an active area spell effect. No attack roll is
track your named enemy, as well as Intelligence checks to needed if you are targeting an area spell effect.
learn and recall information about them. When tracking On a hit, the target is treated as if it were subjected to a
your enemy, you can determine their exact number, and dispel magic. One spell effect of level 1 to 3 is ended
how long ago they left the tracks. You remain alert to danger automatically. A higher level effect may be dispelled if you
when tracking your enemy. roll a successful Strength ability check against a DC of 10 +
spell level.
Fury's Armor
At 10th level, when you spend one or more fury points, you Spell Lock
gain a +2 bonus to your Armor Class until the beginning of Starting at 10th level, you can channel your fury into an
your next turn. attack that can prevent an arcane caster from casting its
most powerful magic. As an action, spend 3 fury points and
Intercept make a single melee attack against your opponent. On a
Beginning at 14th level, when an enemy attacks an ally successful hit, the arcane caster must succeed at a Wisdom
within 30 feet, as a reaction you can immediately move to saving throw, or be unable to cast spells of level 4 or higher
that ally and intercept the attack. This movement does not until the beginning of your next turn.
provoke attacks of opportunity. The enemy makes the attack
action against you instead of your ally.
Spell Resistance
At 14th level, you gain resistance to damage from spells cast
by arcane casters.

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