Fury Domain

Gods of fury are primal, bloodthirsty deities venerated
by primitive peoples. hey demand brutal sacriices
and grant savage strength to those who worship at their
crude stone altars, delighting in the bloody strife that
ensues. Clerics who serve gods of Fury aspire to lead
the warriors of their tribes into battle, driving them
to overwhelm enemies with sheer ferocity. Around the
council-ires, Fury clerics are keepers of tribal traditions,
urging their fellows to reject civilization and place their
trust in the old ways.

**Fury Domain Spells**

Cleric level Spells

1st Heroism, mark of guarding

3rd backbiter shield, mark of might

5th bloodlust cloud, fear

7th baleful mark\*, stoneskin

9th contagious madness\*, hold monster

\* New spell described in this book.

**Bonus Proiciency (1st level)**: You are proicient with martial weapons.

**Inspirational Fury (1st level):**
As a bonus action, choose one enemy you can see within 30 feet of you. Until the beginning of your next turn, any of your allies who make a weapon attack against the enemy you chose have tactical advantage on their attack rolls. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one).

**Furious Effort (2nd level):**
You can use your divine channeling to drive your allies onward in the face of
failure. When an ally within 30 feet of you misses with a weapon attack, you can use a combat reaction and expend a use of divine channeling to shout a prayer
of encouragement, granting your ally another weapon attack against the same target he or she just missed.

**Aura of Fury (6th level):**
By your mere presence, you encourage your allies to fight harder. Add your Wisdom modiier (minimum one) to the damage dealt when you or an ally within 10 feet of you score a critical hit. In addition, you or your ally can remove 1 level of exhaustion or heal damage equal to your Wisdom modiier.

**Furious Strike (8th level):**
Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 damage to the target. he type of the damage is the same as the damage type of the weapon you use. At 14th level, the extra damage increases to 2d8.

**Renewed Fury (17th level):**
Your healing spells ill the recipient with renewed zeal for battle. Whenever you cast a spell that provides at least 1 hit point of healing to a creature, the recipient of the spell gains tactical advantage on weapon attacks and gains immunity to becoming frightened until the beginning of your next turn.

**MARK OF GUARDING**

1st-level abjuration

Casting Time: 1 minute

Components: V, S, M (a bear claw)

Range: Touch

Duration: Special

You place a protective rune on a melee weapon to
safeguard its wielder. The mark lasts for 24 hours, but is
inactive until the wielder uses a bonus action to invoke
its power. The activated mark provides a +1 bonus to the
wielder’s saving throws and the wielder gains the ability to
use a combat reaction to parry incoming weapon attacks,
adding 4 to his or her AC against the triggering attack.
The effect lasts for 1 minute once activated, and then the
mark fades away.

**BACKBITER SHIELD**

2nd-level enchantment

Casting Time 1 combat reaction, which you take when
you are hit by a melee weapon attack

Components V

Range 5 feet

Duration Instantaneous

The weapon of the enemy that had the temerity to attack
you turns upon its wielder. This spell causes a creature
that hit you with a melee attack to repeat the attack
against itself. This attack uses the same attack roll bonus,
including modiiers, as the attack against you, and deals
the amount of damage dealt to you by the triggering
attack.

**MARK OF MIGHT**

2nd-level transmutation

Casting Time: 1 minute

Components: V, S, M (a pinch of mammoth fur)

Range: Touch

Duration: Special

You place a spell of crushing impact on a weapon that the
wielder can call upon in battle. The mark lasts for 24 hours,
but is inactive until the wielder uses a bonus action to
invoke its power. When the mark is activated, the wielder
doubles the weapon’s damage dice (for example, a greataxe
with a mark of might deals 2d12 damage). In addition,
any target struck must make a Strength save (caster’s DC)
or be knocked prone.
The effect lasts for 1 minute once activated, and then the
mark fades away.

**BLOODLUST CLOUD**

3rd-level enchantment

Casting Time 1 action

Components V, S, M (a tiny vial of blood)

Range 120 feet

Duration concentration, up to 1 minute

A cloud of red vapors rises at your command in a
20-foot-radius sphere that spreads around corners.
The area within the cloud is heavily obscured, and also
obscures darkvision beyond 5 feet. The cloud can be
dispersed by a moderate wind.
Any creature below half its maximum hit points that
ends its turn in the bloodlust cloud makes a melee attack
against a random adjacent creature unless it makes a
successful Wisdom save.

**BALEFUL MARK**

4th-level necromancy

Casting Time: 1 minute

Components: V, S, M (a serpent fang)

Range: Touch

Duration: Special

You place a speciic and deadly curse upon a weapon,
making it especially dangerous to a particular type of foe.
You must specify the creature type when you cast the spell.
You can choose any creature type except humanoid; for
humanoids, you must specify the race, such as elf, human,
or troglodyte. The mark lasts for 24 hours, but is inactive
until the wielder uses a bonus action to invoke its power.
Once activated, the wielder may roll 1d6 and add the
result to his or her attack roll each time he or she attacks a
creature speciied by the mark, and scores a critical hit any
time the total of the d20+d6 is 20 or better. If a creature of
the type susceptible to the mark suffers a critical hit from
the active weapon, it must make a Constitution save (caster’s
DC) or suffer an additional 5d8 necrotic damage and
become stunned until the end of the wielder’s next turn.
The effect lasts for 1 minute once activated, and then the
mark fades away.

 **CONTAGIOUS MADNESS**

5th-level enchantment

Casting Time: 1 action

Components: V, S, M (tiny bag of marbles)

Range: 60 feet

Duration: Concentration (up to 1 minute)

Your magic overwhelms the mind of a foe, sending him
or her into a berserk fury—as well as anyone your target
attacks in his or her madness. Choose one creature within
range. That creature must make a Wisdom save. If the
save fails, the creature lies into a berserk rage. It treats
all other creatures as enemies, and on its turn it moves to
the nearest creature it can see and makes a melee attack.
The berserk creature gains tactical advantage on its attack
rolls, but any attacks against it also gain tactical advantage.
Any creature hit by a melee attack from a creature
affected by this spell must make a Wisdom save, or suffer
the same effect.
At the end of each of its turns, a creature affected by this
spell can attempt a new Wisdom save to end the effect.
The spell ends when no more creatures are under its effect,
or when you cease concentrating