Base Class: Barbarian
The Sovereign of Rage and Ruin, The Fury represents passion driven to extremes. A patron to any who let their passions drive their motivations, she watches over barbarians everywhere. The Rage given to the chosen few selected will be granted great boons by Her Malevolence.
Furious Aura
Starting when you choose this path at 3rd level, your Rage manifests as the visage of a horrific fiend. the heat of your rage burns out around you. While raging you gain resistance to your choice of: Fire/Ice/Lightning/Radiant/Necrotic damage, and your aura spreads around you to a radius of 5ft but not through total cover. The aura range increases to 10 ft. at 6th level, 15 ft. at 10th level and 20 ft. at 14th level
Your aura has an effect that activates when you enter a Frenzied Rage, and you can activate the effect again during another Rage. Your aura’s effect depends on the following as detailed below. You can change your auras effect after taking a long rest.
If your aura’s effects require a saving throw, the DC equals 9 + your proficiency bonus + your Strength modifier.
Fiery Wrath
When this effect is activated, all other creatures in your aura take 1d6 fire damage + your proficiency bonus + your rage damage each.The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 14th level.
Crippling Pressure (Haki)
When this effect is activated, all other creatures in your aura take 5 Force damage equal to your proficiency bonus + your rage damage, and have their speed reduced by 10 feet until the start of their next turn, as the air Vibrates around your foes in the aura. The damage increases when you reach certain levels in this class, increasing to 10 at 5th level, 15 at 10th level, 20 at 15th level, and 25 at 20th level.
Arcing Rage
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d8 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 14th level.
Frightening Presence
Your Rage emits an aura of fear that frightens creatures you choose that come within 5 ft of you, must make Wisdom save DC = 9 + Strength modifier + proficiency modifier + Rage Damage or be Frightened and must take all action to move as far from you as possible. Creatures that successfully save against this aura become immune to it for 24 hours. The aura range increases to 10 ft. at 6th level, 15 ft. at 10th level and 20 ft. at 14th level
Honed Fury
Beginning at 6th level, whenever your rage begins, you can designate a creature you can see. Until your rage ends, you add your rage damage bonus to your AC and saving throws against attacks and effects that originate from that creature.
If that creature drops to 0 hp while the rage you used to target it is still ongoing, you can use a bonus action on your turn to designate a new creature as the target. In addition, if you would fail a save against an effect caused by the target of your hatred, you can choose to succeed instead, but your rage immediately ends. You can do so a number of times equal to your proficiency bonus and regain all expended use after a long rest.
Monstrous Strike
Beginning at 10th level, when you score a critical hit on a target, you can force all creatures within 10ft (including allies, neutral creatures and the hit creature) to make a Charisma Saving throw, or else become frightened and take Psychic damage = Strength modifier + proficiency modifier + Rage Damage. If the critical hit kills the creature, the saving throw made has disadvantage.
Devilish Fury
At 14th level as a Bonus Action while you're Raging you assume the form of a Greater Pit Fiend cloaked in fire for 1 minute. In this form your skin becomes charred and black, your eyes and mouth glow like fire light, you sprout a pair of bat-like wings and any weapons you hold become lava cracked. While transformed you gain the following benefits:
- You gain a 30 foot flying speed.
- You become Immune to fire damage and resist cold if you don't already.
- You can see through magical darkness if you don't already.
- Your Rage Damage Bonus increases by 2
- You are always considered Raging, regardless of whether or not you attack or receive damage.
- You become wreathed in flames that act as a damaging aura, you also emit 15 feet of bright light and 15 more feet of dim light. This aura deals Rage Damage Bonus + Constitution modifier + Charisma modifier irresistible fire damage to any creature that ends its turn within 5 feet of you.
- If you begin your turn with less than three-fourths of your maximum hit points, you must succeed on a DC12 Charisma saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can make the save again to avoid using your Extra Attack feature for this frenzied attack (failure means you must use it on the nearest creature as stated) but needn't use the Bonus Action Attacks granted by your Infernal Anatomy feature. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
To end the transformation early you must fall unconscious or spend your Action making a DC12 Charisma saving throw, failure means you spend your Bonus Action attacking the nearest creature with your Infernal Anatomy. Whenever the transformation ends you gain 2 Points of Exhaustion, Tieflings only gain 1. Once you use this feature you cannot use it again until you finish a long rest.