Base Class: Barbarian
Features of the Path of the Unleashed Fury
| Barbarian Level | Feature |
|---|---|
| 3rd | Fury Burst, Inevitable Rage |
| 6th | Elemental Wrath |
| 10th | Titanic Presence |
| 14th | Cataclysmic Rage |
Level 3: Fury Burst
Your power erupts in a devastating burst. When you enter a rage as a bonus action, you may choose to unleash a shockwave of pure force.
Each creature of your choice within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature takes force damage equal to 3d6 + STR + CON . You gain temporary hit points equal to the damage dealt . (Up to a maximum of 3 creatures. The damage increases to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th level.)
In addition, any creature that takes damage from this burst must make a Wisdom saving throw against the same DC. On a failed save, the creature is compelled by you for 1 minute. That creature has disadvantage on attack rolls against any target other than you.
Level 3: Inevitable Rage
At the start of combat, you hold back your rage, letting it build into an unstoppable momentum.
Storing the Fury. On the first round of combat, you must spend your entire turn standing in place, doing nothing. You may still maintain concentration and resist effects, but you cannot move or take actions/reactions.
Unleashed Charge. At the start of your next turn, you may release the stored fury. Choose a space within 60 feet that you can see. You move to that space at incredible speed, ignoring difficult terrain, opportunity attacks, and any magical effect or trap that would normally impede your movement.
Impact Strike. Immediately after arriving, you may make one melee weapon attack, and the attack is a guaranteed critical hit.
Fury Disruption. If you are forcibly moved during the turn in which you are storing your fury, you must succeed on a Constitution saving throw with a DC equal to 10 + half your Barbarian level to maintain it. On a success, your fury remains and you may still use Unleashed Charge on your next turn. On a failure, the effect ends prematurely.
Momentum Immunity. During the turn in which you unleash your charge, you are immune to fall damage.
Level 6: Elemental Wrath
When you enter a rage, you can choose one elemental damage type: fire, cold, lightning, or thunder. For the duration of your rage, all of your weapon attacks deal an additional 1d6 damage of the chosen type in addition to their normal damage.
As a bonus action on your turn, you may change the chosen damage type to another from the list.
Level 10: Titanic Presence
Your overwhelming fury shakes the battlefield.
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Aura of Fury. While raging, hostile creatures within 10 feet of you have disadvantage on saving throws against being frightened or compelled.
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In addition, whenever a hostile creature within this aura targets a creature other than you with an attack, you may use your reaction to impose disadvantage on that attack roll.
Level 14: Cataclysmic Rage
You have mastered the detonation of your wrath, unleashing devastation on a massive scale.
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Fury Burst Overload. The radius of your Fury Burst increases to 20 feet.
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Any creature that fails its Dexterity saving throw against your Fury Burst is also knocked prone.
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Once per long rest, when you use Fury Burst, you may immediately follow it with an Unleashed Charge as if you had stored your fury, without needing to wait a round.
Previous Versions
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8/27/2025 5:35:40 PM
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Coming Soon
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