Base Class: Fighter
You've had to become strong in lieu of your mark. Cultivating your composure is the only thing that has kept you from hurting those dearest to you. If you let your guard down, you may find a fury of your own willing to lash out something even colder than a blade. What martial skills you have honed over the years now are bolstered with a magic you've never seen before. It feels untamable, but you have to learn to control it unless you dare let it harm your companions.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Untamed Fury
Starting at 3rd level, whenever you are knocked below half your maximum hp, you go into a frenzy. Until you are restored to above half hp, in every round of combat that you are dealt damage you must make a Wisdom saving throw (DC 8). On a failed save, you take your next action and any movement necessary to attack the closest creature to you. You can choose to only take one of your attacks to do so. On a successful save, you remain in control of your fury until you are dealt damage again.
Additionally, when you are below half your maximum hp, you go into Reckless Attack. Until you are restored to above half hp, you have advantage for each round of combat on your first attack of an action; however, every creature has advantage on their first attack against you as well.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Mark of Fury Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Mark of Fury Spellcasting table shows when you learn more sorcerer spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your sorcerer spells, since you learn your spells through the control over your psyche and emotions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Mark of Fury Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Fiery Feast
Starting at 7th level, the rage that flows in your system empowers you beyond your original capabilities. Your mind becomes dauntless and your body stronger. You become immune to being frightened. You gain one use of temporary hit points equal to 5 + proficiency + wisdom modifier. This takes a bonus to use. Uses of this feature reset after a short rest.
Branded Fate
Starting at 10th level, your marks are now a part of your being, forever augmenting your body. The only reason they have not destroyed you yet is that you have turned their obstacles into steps toward strength. You have overcome the damage that they inflict upon you, making you now resistant to fire and psychic damage.
Something else has come out of the latent magic within you. Your brands are eyes for a reason. Now they give you the foresight needed to fight against he who bore them to you. Once per long rest, you can use divination to see what lies forth. But be careful, as the future holds many unknowns that even Fury cannot see.
Defensive Wrath
Starting at 15th level, your defenses have grown even stronger. Your mind has been dulled to the sweet words of silver tongues and delicate aromas of entrancing potions. You are now immune to being charmed. Furthermore, your use of magic has grown past that of merely attacking. You have gained control of the arcana that gives Fury his confidence, and you can now pass it unto others. Once per short rest, you can use your bonus action and choose three willing creatures to give resistance to all damages until the start of your next turn.
Rage Beyond Death
Starting at 18th level, if you are reduced to 0 hp, you can choose to delay falling unconscious for 10 minutes before you die (no death saving throws). During this time, you gain a pool of temporary hp equal to your maximum. You are dead when this pool runs out or your time does, whichever comes first. The only way to be revived is by being healed to full hp or through a Wish. Once you use this feature, you can’t use it again until you finish a long rest... that is unless you're already dead.
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