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Warrior

Subclass • WC5E

Fury Warrior

Raging Berserkers

Fury warriors are among the most feared of combatants. Venturing into the fray with a lust for battle, these warriors disregard their own defense to deliver punishing blows with brute force.

Fury Warrior Class Features

As a Fury Warrior, you gain the following class features when you reach the specified Warrior levels.

Level 3: Fearful

You gain proficiency in the Intimidation skill. If you already have the Intimidation skill, you get proficiency with another skill from the Warrior skill list.

When you make an ability check with Intimidation, you can choose to use your Strength modifier instead of your Charisma modifier for the check.

Level 3: Rampage

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to rampage. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Level 7: Single-Minded Fury

Your brutish strength allows you to wield weapons with might unmatched by other Warriors. When you wield a weapon that deals a single damage die, the damage die of the weapon is replaced by a damage die that can do 2 more damage. For example, a shortsword that normally deals 1d6 damage instead deals 1d8 damage. A weapon’s damage die can’t be increased beyond a 1d12.

Level 10: Thirst for Blood

When a hostile creature within 20 feet of you takes damage, you can use your reaction to move up to half your speed towards the creature without provoking opportunity attacks. If this movement brings you within reach of the creature, you may make one weapon attack against the creature as part of the reaction.

Level 15: Devastating Critical

When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

Level 18: Frothing Berserker

If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious and immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.