Class
Fury
Summary:
A brutal frontline warrior who builds Ferocity by taking hits and staying in the fray. Unspent Ferocity unlocks stronger throws, leaps, and smash-through abilities. Subclasses: Berserker, Reaver, and Stormwight, each shaping their style of unleashed power. Raging rampaging warrior; the barbarian type.
Heroic Resource: Ferocity
Gain 1D3 at start of their turn
Gain more the first time you take damage in a turn
Gain more the first time you are withered or dying in an encounter
Reinforces the idea you want to be in the action and take damage. Incentivised to be in the thick of it, and tactical decisions about whether you save up your ferocity or not.
Unique interaction with HR- “Growing Ferocity” means the more ferocity you have that you haven’t spent, the more abilities you unlock. A lot of these are on forcing movement, edges on grabs and knockback, and perhaps extra damage (a lot of throwing folks around with your strength).
Do not have a bespoke manoeuvre; just better ways to use the standard manoeuvres.
“Mighty Leaps” lets you be more successful at jumping super far.
Subclasses:
- Berserker - classic barbarian juggernaut; throws people around and through walls, or running through shit themselves. Can redirect force; if they try to force move you, you can move them instead.
- Reaver - more sneaky type, an ambusher. Advantages to hide, and reposition enemies. Rely on cunning and agility more than strength. Triggered action lets you dive away from harm.
- Stormwight - shapeshifting fury, who channels the power of storms. Pick one of four stormwight kits instead of normal kits; named after animal types. This impacts the type of creature and element your shapeshifting and abilities tie to. Turn into your creature to get additional effects. Can change these kits when resting.
Last updated: 6 June 2026