Fury (5e Class)

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A girl awakes during the peak of the night while a gentle storm rolled across the skies. It calls to her and a fury is born. Hiding away in remote caves, keeping themselves a part from the world to enjoy a serene lagoon, or traveling the world to find a way to abate their rage, furies are known for two things: their wrath and their power.

A stern human woman walks through a bustling town, feeling sparks along her fingertips. She tries to calm them knowing that if she were to let loose her control it could devastate the entire block.

Seeing the fall of her companion, an elven fury removes the binds she puts on herself and enters into her fury. The storm is summoned and blasts of intense, white-hot lightning bolt around the area in a grandiose display of elemental fury.

An air genasi flies through the skies, her loose dress flowing around her. Catching sight of a winged foe, within her territory, a curl of her lip displays her annoyance. A rumble in the air soon follows.

Furies are spellcasters. They utilize spells related to the storm, and runic or ward magic. In terms of the strength of their expertise in these spells, the order is respective to her proficiency.

The Elements[edit]

Furies are, by and large, connected to the elements. Like the harshness of nature, sometimes they cannot control that which comes. It is in this temperance of elemental rage that a fury finds her power. In the constant struggle to control, balance, and let loose her powers, a fury must contemplate her role as a vessel of nature. In the same way a barbarian rages, a fury unbinds herself from the innate magic within. In the same way a sorcerer finds magic within themselves, unlocking the secrets of their innate talents, a fury finds herself further connected to the elements. The balance required to understand and utilize the power of a fury, however, is a dangerous one; sometimes the fury of the storm cannot be abated by a fury's will.


As furies enter into their state of elemental fury, they enter into a gamble of control. How further can they go before the elemental majesty of their powers take over? How much further can they push themselves until the control over their wild wrath dissipates? Some furies long for this submission to the elements, or willfully surrender themselves to its chaos. Others enjoy the challenge of maintaining balance.

Creating a Fury[edit]


One does not decide to be a fury, they discover they are one. Or, more likely, they feel a calling. The type of calling they have decides many things, but one thing that all furies have short tempers. When creating a fury, consider her background. How did she receive her call? How did this affect her upbringing? How old was she? A character multiclassing into the fury class can have an interesting story develop during play. Furies often have tumultuous backgrounds, having to leave their homes after the calling set their house afire or a devastating hurricane or storm destroyed part of their village. These formative moments of a furies life can be defining.

Secondly, consider how this led to you to take up an adventuring life. Does she seek knowledge to contain her powers? Does she wish to defend the elements? Does she wish to find the balance of elemental might and controlled fury? Or perhaps she seeks the madness her furious state so dangerously tempts her with?

Class Features

As a Fury you gain the following class features.

Hit Points

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


Armor: Light
Weapons: Simple
Tools: Herbalism Kit
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival


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

  • Any simple weapon
  • Any simple weapon
  • Studded Leather armor, an explorer's pack, and a fury focus

Table: The Fury

Level Proficiency
Features Fury Damage Cantrips
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, The Calling, Fury State, Elemental Warrior +2 2 4 2
2nd +2 Aloft +2 2 5 3
3rd +2 Calling Feature +3 2 6 4 2
4th +2 Ability Score Improvement +3 3 7 4 3
5th +3 Fury State (Fly 30ft) +4 3 8 4 3 2
6th +3 Calling Feature +4 3 9 4 3 3
7th +3 Elemental Ward +5 3 10 4 3 3 1
8th +3 Ability Score Improvement +5 3 11 4 3 3 2
9th +4 Fury State (Fly 40ft) +5 3 12 4 3 3 3 1
10th +4 Piercing Elements +6 4 12 4 3 3 3 2
11th +4 +6 4 13 4 3 3 3 2 1
12th +4 Ability Score Improvement +6 4 13 4 3 3 3 2 1
13th +5 +7 4 14 4 3 3 3 2 1 1
14th +5 Calling Feature +7 4 14 4 3 3 3 2 1 1
15th +5 Fury State (Fly 60ft) +7 4 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement +8 4 15 4 3 3 3 2 1 1 1
17th +6 +8 4 15 4 3 3 3 2 1 1 1 1
18th +6 Fury State Improvement +8 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement +9 4 15 4 3 3 3 3 2 1 1 1
20th +6 Unrivaled Concentration +10 4 15 4 3 3 3 3 2 2 1 1


Drawing on the innate connection that the elements have made with you, you can cast spells to shape the elemental world around you. See chapter 10 of the PHB for the general rules of spellcasting and below to view the fury spell list.

Spell slots

The table below shows how many spell slots you have. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st and Higher

You know four 1st level spells of your choice from the fury spell list below.

When you gain a level in this class, you can choose to replace one fury spell you know for a fury spell of a spell level you can cast.

Spellcasting Ability

Charisma is your spellcasting ability for fury spells. Your magic comes from your raw, innate connection to the elemental powers of nature. Through you, it does its will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when the saving throw DC for a fury spell you cast and when making an attack roll with one.

Ritual Casting

You can cast any fury spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

Furies may use any spellcasting focus that is considered a Arcane Focus or a Druidic Focus

The Calling[edit]

At 1st level of the Fury class, you have heard a calling of the elements to your very essence. This may take two forms: The Calling of Wrath or The Calling of Balance. You must choose which calling you have heard when you become a fury.

Fury State[edit]

The signature power of the fury: the fury state. You can activate this ability on your turn as a bonus action and you can leave the fury state as another bonus action unless you lost control over yourself. It lasts for up to 1 minute. When you enter into this state, a wall of wind surrounds the space you occupy in a sphere. This wall prevents flying creatures small or tiny from attacking you and deflects arrows, bolts, or other ordinary projectiles from damaging you. The projectiles just fly upward and stray. Additionally, you gain a Fly speed of 20ft while in this state. You may use this ability a number of times equal to your wisdom modifier before you must take a long rest to reuse this ability.

During the beginning of each round (excluding the first round in which you activate this ability), you must make a Wisdom saving throw equal to 12 + the number of times you have entered into a fury state since you have taken a long rest. If you fail this save (which may do so willingly), you lose control over yourself and become a living storm. You cannot move and only hover 20 feet in the air (or up to that height if a ceiling bars the movement). Your form alters, shifting to an elemental structure of lightning, wind, and storm. You can be heard from up to 300ft away as the rolling clouds and thunderous booms emanate from your being. Your body shines white-hot like a storm cloud erupting. For each round until your fury state ends, or until you fall unconscious, you must roll a 1d4 to determine the number of lightning bolts that strike from your form. The DM rolls randomly to determine who is struck by these bolts within a 50 foot radius of you. If no targets are within range, the bolts strike the closest man-made object, or they strike randomly as per a typical storm. You must roll a ranged spell attack for each bolt. These bolts deal lightning damage of 1d8 per spell level of the highest spell slot you have remaining. Thus if a 3rd level fury enters this state, each bolt does 2d8 damage (plus her fury bonus damage). Additionally, within 50 feet of you are Strong Winds as detailed in the DMG. When the fury state ends if you have lost control, you gain one level of exhaustion.

When the fury state ends normally and not when you have lost control, you must roll a Constitution saving throw equal to 5 + the number of times you have entered into your fury state since you have taken a long rest. If you fail, you gain one level of exhaustion.

At 18th level, if you choose, you may fail your saving throw to remain in control of yourself during this state and suffer the same consequences, except you may choose who your lightning bolts deal damage to.

Elemental Warrior[edit]

You are a warrior of the elements, being a fury has granted you increased elemental strength. You deal an amount of extra damage equal to the amount on the fury class table to any damage roll done by a spell, attack, or class ability that deals Lightning or Thunder damage.


Starting at Second Level, the wind subtly bends to the will of a fury at this stage of her understanding of her power. For a number of rounds equal to your Wisdom modifier, you may use a bonus action on your turn to gain a fly speed of 10ft. You may do so a number of times equal to your Wisdom modifier before you must taken a long rest to regain the use of this ability.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Elemental Ward[edit]

At 7th level, you gain resistance to Lightning and Thunder damage. Additionally, winds as strong as Gale do not effect you unless you wish it to.

Piercing Elements[edit]

At 10th level, your spells pierce through resistant foes. All spells, attacks, and abilities that deal Lightning or Thunder damage ignore target's resistance, if they have any.

Unrivaled Concentration[edit]

At 20th level you have seen the deepest strengths of your magic, the most hidden secrets and you managed to master spellcasting beyond a point nobody else ever went. You can now concentrate on two spells at once. You make seperate concentration saving throws for each spell.

The Calling of Wrath[edit]

The Calling of Wrath means that nature has chosen the fury to be the embodiment of her anger. Wrathful Furies are typically short-tempered and prideful. During a furies calling who is called by Wrath, she explodes with elemental magic. A dark, tempestuous storm rips above her, blasting the land with thunderous echoes. Her shelter, or even home, likely destroyed in the calling as the new-born fury rises into the air and is melded with nature's storm. A few have even been called goddesses from witnessing this. More likely, however, furies are labeled pariahs, or foreboding omens.

Terrifying Storm

At 1st level, you are a terrifying sight to behold during your fury state. You have advantage on intimidation checks during your your fury state and you can make an intimidation check contested by a wisdom save against a creature of your choice within 30 feet, if the creature fails they are frightened of you until the end of its turn.

Wrathful Strike

At 3rd level, a connection to the primordial rage that nature possesses is further unlocked. If you must make a spell ranged or melee attack roll against a target for a spell or ability that deals Lightning or Thunder damage, you score a critical hit on a 19-20 roll instead of just 20.

Storm Tether

At 6th level, you may alter how you lose control of yourself during a fury state. When you enter into the fury state you may instead choose to detonate your elemental tether, dealing devastating damage. You sacrifice your highest spell slot available to you along with a use of the fury state. You deal Cold, Lightning, or Thunder damage within 30 feet centered on yourself (thus if you move, the storm moves with you) or a 30 foot burst within 100 feet of a location you can see. The damage is 1d12 per spell slot used up. You may also elect to divide the damage, dealing a certain number of a particular damage type from the three state to a particular amount of damage die available, based on the spell slot level used. The targets may roll a Dexterity saving throw to halve the damage at the beginning of each round they are within the range of the spell. The storm lasts a number of rounds equal to your Wisdom modifier and you must use your action to sustain it, although you may use your movement. You may use a bonus action to move the storm up to 25 feet. Once you have used this ability you may not use it again until you have taken a long rest.

Brink of Madness

At 14th level, you edge nearly as far as you can on your desire to become one with the wrath of the storm. You are no longer exhausted after losing control of yourself during a fury state. You excel at abandoning yourself, although a regular fury state can possibly incur exhaustion. During a fury state, you may now control a number of lightning bolts per round equal to your Wisdom modifier when you lose control. Additionally, you may move while you have lost control, but only with your fly speed.

The Calling of Balance[edit]

You have heard the calling and its tempting unbridled rage, yet you keep it abated. A constant struggle of balancing the fury you feel and the temperance of your will exists within you. While you may feel the rage at times, you also feel the serenity that it permits. In a sense, a storm is a purge, one that should eventually end even though it may return again.

At 1st level you gain the spell Levitate and may cast it at will.

Additionally, you may add your Charisma modifier to any damage roll of a cantrip spell that deals Lightning or Thunder damage.

Vessel of the Storm

At 3rd level, whenever you cast Call Lightning you treat yourself as the storm of which the lightning bolts are summoned. Thus, you do not need to be in an area in which the storm cloud could fit because you are the storm cloud. Treat all other aspects of the spell as the same.


At 6th level, you gain a fly speed equal to half of whatever your fury state allows, even when you are not in a fury state. You must be consious to use this ability, thus if you become unconscious you fall. Treat this ability as replacing Aloft.

Additionally, you no longer need to make exhaustion saving throws at the end of a fury state in which you do not lose control.


At 14th level, you hear the calling of elemental balance. You may meditate for 30 minutes during a short rest and regain a connection to the prime elements of the storm. When you do this, you gain a number of spell slots equal to half your level in the Fury class, rounded down. You may not gain a spell slot above 6th level using this ability. You may only do this once before taking a long rest to use this ability again.

Spell List[edit]

Fury Spell List: You can learn all spells from the Sorcerer spell list as well as all Spells that include lightning/thunder and/or manipulates wind.


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites:

Charisma 13, Wisdom 11

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Herbalism kit, Arcana

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