Path of Relentless Fury (5e Subclass)
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Path of Relentless Fury
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.
- Special: You can choose this path at 2nd level, rather than 3rd. If you choose to follow the Path of Relentless Fury, you can't gain the Primal Path class feature at 3rd level. You still gain all features associated with this path at 3rd, 6th, 10th, and 14th levels.
When you choose this path at 2nd level, you have mastered unarmed combat.
You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:
- 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.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Also at 2nd 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.
At 3rd level, you learn fury features that are fueled by fury points.
Fury Features - You can spend your fury points on various fury features. You start knowing one such feature: Fists of Fury. You learn more fury features as you gain levels in this class.
Fury Points - You have 3 fury points. A fury point is expended when you use it. You regain all of your expended fury points when you finish a short or long rest. You gain 3 more fury points at 6th, 10th, and 14th level.
Saving Throws - Some of your fury features require a target to make a saving throw to resist your fury's effects.
- Fury Feature save DC = 8 + your proficiency bonus + your Strength modifier
Fists of Fury
Also at 3rd level, you learn the Fists of Fury fury feature. While Raging, when you take the Attack action, you can use a bonus action and spend up to 5 fury points (minimum 1) to make additional attacks. You make two additional attacks for 1 fury point, and one additional attack for each fury point spent beyond the first, to a maximum of 6 attacks.
If you spend 2 or more fury points, one creature you hit must succeed on a Constitution saving throw or be stunned until the end of your next turn.
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.
At 6th level, you learn the Furious Beam fury feature. While Raging, you can use an action on your turn and spend up to 5 fury points (minimum 1) to attack with a fury beam.
Each creature in a line 5 feet wide and 30 feet long originating from you must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, and half as much damage on a successful save.
The range increases by 5 feet wide and 30 feet long for each fury point spent beyond the first, to a maximum of 25 feet wide and 150 long. The damage increases by 1d10 for each fury point spent beyond the first, to a maximum of 7d10.
At 10th level, you learn the Furious Leap fury feature. You can use a bonus action on your turn and spend up to 5 fury points (minimum 1) to leap into the fray of battle.
You jump up to 30 feet to an unoccupied space that you can see. This extra distance doesn't cost movement, but you can only leap if your speed isn't 0.
Each creature of your choice within 15 feet of where you land must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes 1d10 force damage. A creature takes half as much damage on a successful save, and isn't knocked prone.
The range increases by 30 feet for each fury point spent beyond the first, to a maximum of 150 feet. The damage it deals increases by 1d10 for each fury point spent beyond the first, to a maximum of 5d10.
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 half of your proficiency bonus(round up) when rolling for damage with your unarmed strike or Kinetic Blast.
- You gain a flying speed equal to your walking speed. As long as you're conscious, you can hover.
- Whenever you spend fury points to activate your fury features, you spend one less.