Base Class: Barbarian
For some barbarians, the rage is so much to bear that they unleash devastating attacks against their foes in an effort of relief! Barbarians that follow the path of the Furious are those with so much rage under their skin, that when battle calls: they will not only unleash their rage - they will unleash a torrent of destruction in their wake!
Furious Might
Starting when you choose this path at 3rd level, you are able to perform devastating attacks with your rage! While raging, you are able to choose from a table of Furious Strikes that you are able to perform as part of an attack or as an action. You can choose Furious Strikes equal to your Strength modifiers (minimum of 1). You may only use one Furious Strike per weapon attack, no matter if you have the Extra Attack feature. You are able to change one Furious Strike whenever you level with with the Barbarian class. You may also only perform a total of Furious Strikes equal to half your Strength modifier + proficiency bonus per combat. After leaving combat, you are able to use Furious Strikes again after one hours has passed (and you are still able to Rage).
|
Furious Strike |
Requirement |
Description |
|
Hew |
A melee weapon |
As part of the attack, the targeted creature must make a DC (8 + Strength modifiers + proficiency bonus) Strength saving throw or be pushed 10 feet back. |
|
Terrify |
A melee weapon |
As an action, you strike a creature with such ferocious might that you instil fear in it! Targeted creature must make a DC (8 + Strength modifiers + proficiency bonus) Charisma saving throw or be frightened of you until the end of your next turn. |
|
Smash |
A melee weapon |
As part of the attack, you deal an additional 1d6 damage. |
|
Heroic Throw |
A weapon with the Throw property that is thrown. |
As part of the attack, you deal an additional 1d6 damage and causes the creature to make a DC (8 + Strength modifiers + proficiency bonus) Strength saving throw or be knocked prone. Succeeding the saving throw causes the struck creature to not fall prone. |
|
Blood Ward |
A melee weapon. |
As part of the attack, you gain temp. hit points equal to half the damage dealt. The temp. hit points cannot be stacked and it lasts until the end of your next turn. |
|
Sweeping Strike |
A melee weapon. |
As part of the attack, you are able to strike all creatures that is within your weapon`s reach. You use only one weapon attack roll on all the creatures within range. On a natural 20 roll, only one creature usually the first one hit, will suffer it`s full effect, but all other creatures will still be struck as if your attack roll surpassed its AC. |
|
Expose Weakness |
A melee weapon with the Two-handed and Heavy property. |
As an action, you strike a creature with such ferocity that their weak spot becomes visible for a brief moment to you. Until the end of your next turn, you have advantage on weapon attacks against the same creature. |
|
Rend |
A melee weapon that deals Slashing damage. |
As part of the attack, the struck creature must make a DC 13 Constitution saving throw, suffering 2d6 damage at the start of its turn. This damage cannot be resisted or ignored, unless the creature is unable to bleed. A creature that is unable to bleed, like a construct, will not suffer the effect. Succeeding the saving throw causes only half damage. |
|
Deep Impalement |
A weapon that deals Piercing damage, either from an arrow or bolt, or a spear or a shortsword. |
As part of the attack, the piercing weapon deals an additional 1d8 piercing damage. |
|
Ground Pound |
A weapon with the Two-handed, Heavy Property and deals Bludgeoning damage. |
As an action you slam the ground, causing a shockwave to travel in a 5 feet wide circle centered from the impact zone. All creatures within the radius must make a DC (8 + Strength modifiers + proficiency bonus) Strength saving throw, suffering 1d12 + Strength modifiers Bludgeoning damage and is knocked prone. Succeeding the saving throw causes only half damage and the target is not knocked prone. |
Mindless Fury
Beginning at 6th level while raging, you can’t be charmed or frightened, because those brief moments of rage leaves your mind surprisingly clear. If you are charmed or frightened and then enter rage, the effect is suspended for the duration of the rage.
Relish in the Slaughter
Beginning at 10th level, whenever a creature is killed that is within 30 feet of you that you can see and you have expended uses of Furious Might, you regain one charge. In addition to this, you gain a bonus to your damage based on how many enemies that surround you. If you are outnumbered 1 to 2, you gain +1 to all damage done and so on. This bonus goes up to a total of +5, being outnumbered 1 to 5. You count as outnumbered if there are no other friendly creatures within 15 feet of you while there are a greater number of creatures within 15 feet of you.
Furious Retaliation
Starting at 14th level and once per long rest, you can take the Furious Retaliation action. Until the start of your next turn, all attacks made against you that hits you and that is within your weapon`s reach will be retaliated! You make one weapon attack directly after the connected hit. You are unable to use your Furious Might on these attacks.
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