Path of Relentless Fury (5e Subclass)

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Path of Relentless Fury[edit]

Barbarian Path

Some barbarians have attained true control over their rage, becoming consumed by fury and reveling in it. In this blissful wrath, they have tapped into some of their latent power, now capable of giving their fury a physical force.

Kinetic Blast

Also at 3rd level, you can give your fury physical form. When you strike the air, you can transfer the force of the blow directly into an enemy.

You gain a special attack option you can use with the Attack action. This special attack is a ranged spell attack with a normal range of 20 feet, and a long range of 60 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage type is force, and its damage die is a d6. This die increases to a d8 at 10th level, and to a d10 at 14th level.

If you're able to make multiple attacks on your turn, you can replace any number of those attacks with a Kinetic Blast, even those granted by a bonus action or reaction.

Furious Fighting

When you choose this path at 3rd level, you have mastered unarmed combat.

You gain the following benefits:

  • You can roll a d8 in place of the normal damage of your unarmed strike. This increases to a d10 at 10th level, and a d12 at 14th level.
  • While raging, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Fury-Empowered Strikes

Beginning at 6th level, your unarmed strikes and Kinetic Blast count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Endless Fury

At 6th level, you gain the ability to draw from your fury and manifest supernatural speed and power. While raging, you can use the following features:

Furious Beam. You can use an Action on your turn to force each creature in a line 5 feet wide and 30 feet long originating from you to make a Dexterity saving throw. A creature takes 3d6 force damage on a failed save, and half as much damage on a successful save. You can spend multiple uses of this feature at once, causing additional 1d6 damage per use spent.
Fists of Fury. When you take the Attack action, you can use a bonus action to make two unarmed strikes. If you hit the same creature with both strikes, it must succeed on a Constitution saving throw or be stunned until the end of your next turn.

You can use these features a number of times equal to your proficiency bonus. You regain your uses of it after finishing a long rest.

Furious Leap

At 10th level, as an Action, you can choose to make a might leap towards an unoccupied space you can see within 30 feet. When you land, all creatures within 10 feet of you must make a Strength saving throw against your Fury save DC. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

You can spend 1 use of your Endless Fury to use this feature as a bonus action.

Unconstrained Fury

Beginning at 14th level, you have learned how to enhance your physical form by channeling your fury. You gain the following benefits when you Rage:

  • You add your rage bonus damage when rolling for damage with your Kinetic Blast.
  • You gain a flying speed equal to your walking speed. You must end your turn on the ground, or you fall.
  • When you enter in rage, you regain 1 spent use of your Endless Fury features.
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