FURY — FIGHTER SUBCLASS

Fury — Fighter Subclass

Salorras Paragon: Fury · Path: Armsman (Fighter) · Subclass type: Fighter Subclass, chosen at 3rd level Iron-Drinkers, Storm-Veined, the Untaught Weavers — warriors whose rage drinks the raw Iron Thread of the Fabric.

The Furies are among the rarest sights of war in all of Salorras: the few fighters whose rage climbs to such a pitch that it touches the raw Iron Thread of the Fabric — the thread of the hammer and the flame — with no mage’s library, no taught formula, no book. Those who study the Fabric call them iron-drinkers, for their own rage is the invocation and their own flesh is the page. The gift is of the spirit, not of lineage: it can wake in any blood and any corner of the world, though it surfaces most often in the harshest places — the jungles of Neluvia and Uzgar, the heavy Brutalstrikers clans of Khalendianil, the tribal villages on the edges of every civilization — where life raises a weapon early and rage outruns words. In the enlightened states it appears only as a rare and terrible spectacle; on the uncharted marches it becomes the stuff of legend and song, the fury glorified as a hero or cursed as a demon, but never forgotten.

In battle the fury is no common soldier. Their eyes turn dead-white or pitch-black, their flesh swells beyond human measure, and their voice falls from a human cry into something primordial. Iron-colored sparks leap along their blade, small lightnings race up their arms, and unsteady tongues of flame rise from their mouth at the rage’s crest; nearby metal dulls and longs to rust, while their own wounds close over with marks like prints of rust upon the flesh.

Becoming a Fury (roleplay, not a mechanical prerequisite)

You choose this subclass at 3rd level with no in-game prerequisites. In the fiction, a fury is always a battle-hardened veteran who has already lived through the Silent Awakening — the moment primal rage first seized them and the Iron Thread answered, unbidden and untaught. No mentor grants this path, no temple sanctifies it, and no order confirms it; the spark is recognized by the warrior alone, usually in the heat of a battle that catches them off guard.

Fury Features

The fury’s gifts fall into two intertwined pillars — the body transformed, the rage that remakes the flesh, and the thread unbidden, the Iron Thread this same rage calls as its conduit.

Fighter LevelFeature
3Untaught Rage, Iron Spark
7Storm-Veined, The Body Transformed
10Thread-Burst, Rust-Breath
15Tireless Fury, Frightful Presence
18Living Gate of the Thread

Level 3 — Untaught Rage

You can enter a Rage as a Bonus Action, using the Barbarian’s Rage rules. While raging and not wearing Heavy armor, for up to 1 minute: you have Resistance to Bludgeoning, Piercing, and Slashing damage; you have Advantage on Strength checks and Strength saving throws; and you add a +2 bonus to the damage of your Strength-based melee weapon attacks (rising to +3 at 15th level). Your Rage ends early under the normal Barbarian conditions (until you gain Tireless Fury). You can Rage a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. (This reuses the Barbarian Rage chassis wholesale; if you already have Barbarian Rage, these uses are shared and the higher level governs your Rage damage.)

Level 3 — Iron Spark

While raging, you are a raw conduit of the Iron Thread. At the start of each Rage, choose one energy of the thread — fire, lightning, or force. The first time you hit a creature with a weapon attack on each of your turns, it takes extra damage of that type. The extra damage is 1d6, rising to 1d8 at 7th level, 1d10 at 10th, and 2d6 at 15th. You don’t command this consciously — it erupts from your fury unbidden.

Level 7 — Storm-Veined

The iron in your blood cannot be bent by another’s will. While raging, you can’t be Frightened or Charmed, and you have Advantage on saving throws against any effect that would read or control your mind. Fear, illusion, and mind-magic break upon you like waves on a sea-rock.

Level 7 — The Body Transformed

Your rage remakes your flesh beyond human limits. While raging:

  • your Speed increases by 10 feet;
  • you can’t be surprised, and attack rolls against you don’t gain Advantage from attackers being Hidden or from flanking (you fight with a beast’s all-around instinct — there is no “behind”);
  • your skin turns iron-hard, granting a +1 bonus to Armor Class.

Level 10 — Thread-Burst

Your Iron Spark grows great enough to leap and crack beyond your reach. Once on each of your turns while raging, when Iron Spark deals its extra damage you can also choose one of the following:

  • Arc: the energy leaps to a second creature within 10 feet of the target, dealing it your Iron Spark damage.
  • Thunderclap: the target and each creature within 5 feet of it must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Strength modifier) or be Deafened until the end of their next turn and pushed 5 feet away from you.

Level 10 — Rust-Breath

The thread breaks loose from your very mouth, and gnaws at the metal of your foes.

  • Dragon’s breath. Once per Rage, you can use a Bonus Action to exhale a 15-foot Cone of your current Iron Spark energy. Each creature there makes a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking damage equal to 1d6 per two fighter levels (rounded down) of that type on a failure, or half as much on a success.
  • Corrosion. While raging, the first time each turn you hit a creature wielding or wearing metal, you can impose a lasting −1 penalty to its weapon’s attack and damage rolls, or to its AC (your choice), as rust spreads — this is the corrosion that snaps enemy blades the moment they are drawn to defend. The penalty can be repaired with an hour’s smithing.

Level 15 — Tireless Fury

Your Rage no longer ends early for failing to attack or take damage, and you suffer no exhaustion when it ends. (Your Iron Spark also rises to 2d6 and your Rage damage to +3, as noted above.)

Level 15 — Frightful Presence

Your rage towers so high that your mere presence breaks the will of common foes. When you enter a Rage, each enemy of your choice within 30 feet that can see you must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Strength modifier) or be Frightened of you for 1 minute. A frightened creature repeats the save at the end of each of its turns, ending the effect on a success. Once a creature succeeds or the effect ends on it, it is immune to your Frightful Presence for 24 hours.

Level 18 — Living Gate of the Thread

You reach the deepest initiation of your art and become a living gate of the Iron Thread, the elements erupting around you without command, following only your will and passion. While raging, you radiate the thread in a 10-foot aura: each creature that starts its turn within the aura, or that hits you with a metal melee weapon, takes Iron-Thread damage equal to your Iron Spark die (your current chosen type). In addition, once per Rage you can loose a catastrophic eruption as a Bonus Action — a 20-foot-radius burst centered on you. Each creature in it makes a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 4d8 + your fighter level damage of your chosen energy type on a failure (half on a success); a creature that fails also suffers the −1 rust penalty from Rust-Breath. Few who reach this point ever return to their human state without carrying a piece of the Fabric in their soul forever.

Leaving the Thread (Ex-Fury)

A fury who can no longer rage — bent to rigid law, or stripped of the spark that drinks the thread — loses every gift that flows through the rage (Untaught Rage, Iron Spark, Storm-Veined, Thread-Burst, Rust-Breath, Frightful Presence, and the Living Gate of the Thread). The hardenings trained into the body remain (the Speed, the all-around instinct, and the iron skin of The Body Transformed, and Tireless Fury). As the lore warns, few who reached the deepest initiation of the thread ever became again what they were before the first flame of rage woke inside them.

Ability Note

The Fury leans on Strength for its blows, its rage, and the will-breaking reach of Frightful Presence, with Constitution as its key secondary — the body transformed and the save DCs of Rust-Breath and the Living Gate of the Thread both draw on it. The subclass is intentionally near-SAD on Strength so it can share the Fighter’s martial chassis without a third demanding ability.

Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 5e/5e-paragons/5e-fury.md

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