Base Class: Barbarian
At level three you gain access to Fury Points. Your fury points are equal to your barbarian level+3.
Haunted Howl- At 3rd level when you enter rage, you let out a primal battle cry. All enemies in a 20ft radius who hear this must make a WIS save. DC=8+prof+Con. Modifier. Enemies that fail the save are overcome with the desire to fight you. They must use their next turn to attack you, and can reroll the saving throw at the end of their turn. You have Resistance to All damage received from enemies under this effect, and you can make a free attack swing on all affected enemies that hit you with a melee attack. To use the Haunted Howl ability after the first initial rage, it costs 1 Fury point.
Rage Spiral- As an action, at 3rd level you can spend 1 Fury Point to take one melee attack against all creatures within your melee range.
No Escape- At 3rd level you can use your reaction and spend 1 Fury Point to attack any creature that leaves your melee range this turn.
Heroic Leap- at 6th level you can spend 2 Fury Points to leap up to half your total movement, and slam your into the ground causing a shockwave in a 10ft radius. All creatures within range take 2d6 force damage, and must make a Str Saving throw or be knocked prone. DC=8+Prof+Con. modifier. If you spend 3 Fury Points you may use Heroic Leap as a bonus action. 6th level(2d6), 10th level(3d6), 14th level(4d6)
Channeled Fury- at 10th level you can absorb elemental damage you've received from a magical attack, and use Fury points to add it your weapon damage. The channeled element adds 1d8 to you weapon damage, and costs 1 fury point to add it. It last until the end of your 2nd turn after activation. You may use the absorbed element two rounds before having to absorb another.
Unyielding Fury- at 14th level you have honed your rage into the embodiment of willpower. The range on your Haunted Howl and Heroic Leap is extended by 10ft, and your Channeled Fury can be used for three rounds. You are immune to all attacks you receive from creatures affected by your Haunted Howl.
Haunted Howl
At level 3 when you enter rage you let out a battle cry. All enemies within 20ft of you who can hear must make a WIS saving throw DC=(8+prof+Con. modifier) .
On a failed save the creature has a uncontrollable urge to attack you. They must attack you during their turn. Any creature under this effect that misses a melee attack against you, grants you a free attack swing back.
To use this ability during your current, or outside of rage costs 1 Fury Point.
Rage Spiral
As an action, at 3rd level you can spend 1 Fury Point to make a melee attack against all creatures within your melee range. You must make a separate melee attack roll against each creature.
No Escape
As a reaction you can spend 1 Fury Point to attack all creatures who leave your melee range until the start of your next turn.
Heroic Leap
At 6th level you can spend 2 Fury Points to leap up to half your total movement, and slam your weapon into the ground causing a shockwave in a 10ft radius. All creatures within range take 2d6 force damage, and must make a Str Saving throw or be knocked prone. DC=8+Prof+Con. modifier. If you spend 3 Fury Points you may use Heroic Leap as a bonus action. 6th level(2d6), 10th level(3d6), 14th level(4d6)
Channeled Fury
Starting at 10th level you can absorb elemental damage that you've taken, and channel it into your own attacks using Fury Points. The elemental damage adds 1d8 extra damage of the type absorbed. All it takes to add the elemental damage is 1 Fury Point, and it lasts until the end of your 2nd turn after being channeled. You can only channel 1 element at a time.
Unyielding Fury
At 14th level you've honed your fury into the embodiment of willpower. The ranges of your Haunted Howl and Heroic Leap are extended by an extra 10ft. You are immune to all damage received by creatures affected by your Haunted Howl. Your Channeled Fury last until the end of your 3rd turn after activation.
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