Base Class: Cleric
All Clerics of the Gods of Fury share one thing: a love of battle. They can incite the primal anger in any foe they encounter, turning them momentarily into a mindless warrior, unable to tell friend from foe.
Domain Spells
Level: Spells:
1 Burning Hands, Thunderwave
3 Shatter, Flaming Sphere
5 Fireball, Hypnotic Pattern
7 Stoneskin, Wall of Fire
9 Flame Strike, Destructive Wave
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons, heavy armour and shields.
Extra Cantrip
At 1st level, you learn the fire bolt cantrip, unless you know it already.
Anger of the Fury God
Starting at 1st level, you gain the ability to incite the anger in an enemy you can see within 30 feet of you. As an action, you can force that creature to make a wisdom saving throw against your cleric spell save DC. On a failed save, the creature can't distinguish friend from foe until the start of your next turn, and must spend its turn and movement attacking the creature nearest to it. Once used, this ability can't be used again until you next finish a long rest, or you expend a spell slot of any level to use it again.
Channel Divinity: Mindless Anger
Starting at 2nd level, you gain a new channel divinity option. As an action, you can choose a number of creatures within 30 feet of you equal to your proficiency bonus. All must make wisdom saving throws. Any that fail must spend their next turn attacking the other chosen creatures.
Extra Attack
Starting at 6th level, you can attack twice, instead of one, when you take the attack action on your turn. In addition, once per turn when you hit a creature with a weapon attack, you can expend a spell slot of any level to use your Anger of the Fury God feature on that creature, except they can't target you next turn, unless no other creatures are in range.
Divine Strikes
Starting at 8th level, you can add 1d8 fire damage to one weapon attack once on each of your turns. At 14th level, the damage increases to 2d8.
Avatar of the Fury God
Starting at 17th level, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. Additionally, whenever a creature hits you with a melee attack, you can use your reaction to force it to make a wisdom saving throw or spend the rest of its turn attacking a different creature of your choice within 5 feet of it.
Comments