Vice of Fury

Vice of Fury

A blackguard of fury channels raw anger into the violence required for victory. In battle, blackguards of fury are wild killers, impulsive, blood-thirsty, and destructive. They answer every offense or injury with overwhelming retaliation, and their enemies receive little mercy. Allies can expect a blackguard of fury to rush to the forefront of any armed conflict and to bring foes to ruin as quickly as possible. Evil blackguards of fury allow the vice to rule them entirely, not just on the battlefield.
 
Tenets of Fury
Anger is a common emotion on the battlefield. It's perfectly natural to feel fury when enemies kill a friend or when a traitor betrays you and your companions. Frustration is bound to arise when a foe slips away or an objective remains out of reach. Such rage is hardly a vice.
  Embrace the Anger. Fury's dark side arises when it occludes thought, when it rules action, and when it harms without thought for the consequences. Blackguards who indulge in their fury run the risk of losing control and striking out at anyone in their path. Guilt and innocence become meaningless concepts to a warrior in fury's throes. Such Blackguards can work terrible acts when consumed by their passions.
  Tolerate no Insult. When fury is your vice, you might be temperamental and violent. You could erupt at the slightest provocation, resorting to hostility to solve your problems, or you might make every effort to maintain control when you need to, letting the hound of fury loose only when it is needed. Even then, if pushed too far, you risk exploding. If you aim to keep your fury under control, your biggest fear is hurting someone or something you value.
  Rage Conquers All. Embrace your fury and crush those who oppose you. Take no prisoners, suffer no weaklings. With seething wrath annihilate those who stand in your way. Rage clouds philosophical positions and overshadows peaceable solutions. All shall fear you.
 
Vice Spells
You gain vice spells at the blackguard levels listed in the Vice of Fury Spells table
Vice of Fury Spells
Blackguard Level Spells
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Spirit of Vice

When you take this vice at 3rd level, you gain the following two Spirit of Vice options.
  Altar of Fury. As an action, you conjure an altar of fury on the ground of an unoccupied square within range, using your Spirit of Vice. The altar lasts for 1 minute and its square is counted as difficult terrain.
  The altar has an aura of 10 feet and while you or your allies are within the aura you gain bonus damage to attack and damage rolls equal to your charisma modifier (minimum of +1).
  Uncontrolled Fury. As a bonus action, you can mark one a creature you can see within 10 feet of you as your target of fury, using your Spirit of Vice. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious, and your attacks deal additional damage equal to your charisma modifier.
 

Reckless Abandon

By 7th level, you can throw aside all concern for defense to attack with blinding rage, When you make your first attack on your turn, you can decide to attack with reckless abandon. As a bonus action you can move up to your speed to the nearest enemy creature and make a melee attack. If the attack hits that creature is stunned, but attack rolls against you have advantage until your next turn.
 

Slave to Fury

Starting at 15th level, the authority with which you speak your Uncontrolled Fury gives you greater power over your foe. When a creature under the effect of your Uncontrolled Fury makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
 

Avatar of Fury

At 20th level, you can assume the form of an avatar of fury. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
 
    • You emanate an aura of bloodlust in a 15-foot radius. You and your allies have advantage on attack rolls while in range of the aura.
    • You and your allies gain a bonus to attack and damage rolls equal to twice the number of enemies within the aura.
Once you use this feature, you can’t use it again until you finish a long rest.

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