Barbarian
Base Class: Barbarian

Fury Masters have learned to transform the raw power of their rage into a disciplined and versatile combat style. Rather than simply charging into battle and relying on brute strength, they study the flow of combat and use their fury to execute powerful maneuvers, exploit openings, and control the battlefield. Every strike can become an opportunity to knock an enemy off balance, pursue a fleeing foe, protect an ally, or punish an opponent for daring to attack them. To a Fury Master, rage is not a loss of control—it is a weapon that can be sharpened, directed, and mastered.

Level 3: Furious Maneuvers

Your fury is more than blind anger—it is a weapon you have learned to wield with precision. You learn a number of special combat maneuvers that you can use while raging. These maneuvers allow you to channel your fury into powerful attacks, sudden movements, and brutal counters, giving you greater control over the battlefield.

You learn additional maneuvers as you gain levels in this subclass. Some maneuvers require you to expend a Fury Die or otherwise meet a specific condition to use them. You regain all expended Fury Dice when you finish a Long Rest.

You can use only one maneuver on an attack unless a maneuver specifically states otherwise.

You gain a pool of Fury Dice, which are d8s. You have four Fury Dice, and you regain all expended dice when you finish a Long Rest.

Your Fury Dice increase as you gain Barbarian levels:

Barbarian Level Fury Dice
3 4d8
7 5d8
15 6d8

At 10th level, your Fury Dice become d10s, and at 18th level they become d12s.

You learn three Fury Maneuvers of your choice. You learn one additional maneuver at 6th, 10th, and 14th level.

Whenever a maneuver calls for a saving throw, the DC equals:

Fury Maneuver save DC = 8 + your Proficiency Bonus + your Strength modifier

You can use a maneuver only while Raging, unless the maneuver says otherwise.

The Fury maneuver options are presented below:

Fury Maneuvers

Crushing Blow. When you hit a creature with a melee weapon attack, expend a Fury Die to deal extra damage equal to the die's roll. The target must succeed on a Strength saving throw or be pushed up to 10 feet away from you.

Sweeping Strike. When you hit a creature with a melee weapon attack, expend a Fury Die to deal extra damage equal to the die's roll. Choose another creature within your weapon's reach of the original target. If the second creature's AC is no higher than the attack roll, it takes damage equal to the Fury Die's roll.

Brutal Takedown. When you hit a Large or smaller creature with a melee weapon attack, expend a Fury Die. The target must make a Strength saving throw. On a failure, it has the Prone condition, and you can add the Fury Die to the attack's damage.

Relentless Pursuit. When a creature you can see moves away from you, you can use your Reaction and expend a Fury Die to move up to half your Speed toward it without provoking Opportunity Attacks. If you end this movement within your weapon's reach, you can make one melee weapon attack against that creature.

Punishing Counter. When a creature within your reach misses you with a melee attack, you can use your Reaction and expend a Fury Die to make one melee weapon attack against it. If the attack hits, add the Fury Die to the damage.

Guarding Fury. When a creature you can see within 5 feet of you is hit by an attack, you can use your Reaction and expend a Fury Die to reduce the damage by the number rolled on the die + your Strength modifier. You can then move up to 5 feet toward the creature without provoking Opportunity Attacks.

Intimidating Roar. As a Bonus Action while you're Raging, expend a Fury Die and choose creatures of your choice within 10 feet of you. Each target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn. A creature that succeeds is immune to this maneuver until the end of your next turn.

Driving Assault. When you hit a creature with a melee weapon attack, expend a Fury Die to add the die to the attack's damage. You can then move the target up to 5 feet to an unoccupied space you can see. If the target ends this movement within 5 feet of another creature, that other creature must succeed on a Strength saving throw or also be pushed 5 feet.

Furious Advance. As a Bonus Action while Raging, expend a Fury Die to move up to your Speed. This movement doesn't provoke Opportunity Attacks. You can make one melee weapon attack against a creature you move within reach of during this movement.

Unyielding Fury. When you fail a Strength, Dexterity, or Constitution saving throw while Raging, you can expend a Fury Die to add the die's result to the roll, potentially turning the failure into a success.

Overwhelming Assault. When you take the Attack action and hit a creature with at least two attacks during that action, you can expend a Fury Die to make one additional melee weapon attack against the same creature as part of the same action. Add the Fury Die to the damage if the attack hits.

Whirling Fury. When you take the Attack action, you can expend a Fury Die to replace one of your attacks with a sweeping strike. Choose any number of creatures within your reach. Each target must make a Dexterity saving throw. On a failure, a target takes your weapon's normal damage plus the Fury Die's roll; on a success, it takes half as much damage.

 

Level 3: Martial Fury

Your Rage has become a source of tactical insight rather than simple aggression.

Whenever you use a Fury Maneuver that modifies an attack, you can apply only one maneuver to that attack unless the maneuver specifically allows otherwise.

In addition, when you roll initiative and have no Fury Dice remaining, you regain one Fury Die.

Level 6: Relentless Fury

Your mastery of combat allows you to turn your enemies' mistakes into opportunities.

When a creature within your reach misses you with a melee attack, you can use your Reaction to expend one Fury Die and immediately use one Fury Maneuver that can be used as part of an attack against that creature.

Alternatively, when a creature within your reach succeeds on an attack against you, you can expend a Fury Die to reduce the damage you take by the number rolled on the die + your Strength modifier.

You can use only one of these benefits per round.

Level 10: Master of the Battlefield

Your understanding of combat has become instinctive.

Whenever you expend a Fury Die, you can move up to 10 feet without provoking Opportunity Attacks immediately before or after the maneuver.

In addition, when you roll initiative, you can choose one maneuver you know. Until the end of your first turn, you can use that maneuver without expending a Fury Die.

Level 14: Perfected Fury

Your rage has become a precise and terrifying martial art.

When you enter your Rage, you can regain two expended Fury Dice.

Additionally, once per turn when you use a Fury Maneuver, you can roll your Fury Die twice and use either result.

Finally, when you score a Critical Hit while Raging, you regain one expended Fury Die.

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