Base Class: Barbarian
The Path of the Tranquil Fury is a barbarian subclass which focuses on allowing the use of powerful single attacks, often when opponents are over extended or disadvantaged in some way. When raging, a barbarian of this subclass gains access to Fury Dice, which players can use to augment their attacks. Players will have a few of these to start with, but landing critical hits, being struck by attacks, or killing enemies recharge Fury Dice. This subclass allows players to use a more tactical, plan oriented tank that will also deal heavy hits on reactions.
Patient Anger
At Third Level, you gain access to Fury Dice. You have a number of Fury Dice equal to your Strength Modifier plus One, and gain all Fury Dice back after a long rest, and half on a short rest. Fury Dice start at a D4, then increase to D6 at Sixth Level, D8 at Tenth Level, and D10 at Fourteenth Level.
You gain proficiency with Shields. Additionally, your Unarmored Defense scales with your Strength and Constitution Modifier instead of your Dexterity Modifier.
Fury Dice can be added to attack rolls, making it easier to hit. However, if a Fury Dice is added to attacks made with opportunity, you can add the Fury Dice to both the attack roll and the damage roll.
As a reaction, you can attack an enemy who has attempted to hit you and missed. You may add a Fury Dice roll to both the attack and damage roll when this occurs.
Furious Defense
At Sixth Level you learn to reign in some of your more aggressive tendencies and wait for more opportune moments to act. If you are wielding both a shield and weapon, your attacks deal an additional 1D4 Force damage. This amount increases to 2D4 at Tenth Level, and 3D4 at Fourteenth Level. Additionally, enemies you hit with Fury Dice attacks have their movement cut in half until the start of their next turn.
Whenever an ally within thirty feet of you is hit by an attack, you can spend a Fury Dice to throw your shield and intercept the attack, adding your Strength Modifier to your allies AC. If the attack misses, your shield sends a shockwave towards the attacker, forcing a Dexterity Saving Throw. If the enemy fails the save, they are knocked prone. The shield then returns to you.
If you land a critical hit or kill an enemy, you regain a Fury Dice. Whenever you Recklessly Attack, you may choose to roll a Fury Dice. Doing so removes advantage, but if you land the attack, you reduce the enemies Armor Class by an amount equal to the roll of the Fury Dice until the start of your next turn. Enemies will still have advantage on you until the start of your next turn however.
If you have already used a reaction during a round, you can spend two Fury Dice to react again. This can only happen once per round.
Irate Perfection
At Tenth Level whenever you fail a saving throw, you can spend a Fury Dice, adding the roll to your save.
Additionally, you can use an action to spend up to two Fury Dice, regaining Double the amount rolled back as health.
You can also use your bonus action to Roar, causing all enemies within ten feet to succeed on a Charisma Saving Throw. If the enemy fails the check, they will have disadvantage on all other targets besides yourself until the end of your next turn.
Unleashed Wrath
At Fourteenth Level, you gain the ability to create openings for yourself. Whenever you are brought below half health, you can spend three Fury Dice and force all units within fifteen feet to make a Wisdom Saving Throw. If a target fails the saving throw, they are considered vulnerable for the purpose of landing fully powered Fury Dice attacks.
Additionally as a bonus action you can choose to sacrifice five health to regain a Fury Dice, up to a maximum of four Fury Dice.
Previous Versions
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