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Path of the Fury Shaman

A Primal Path
The Path of the Fury Shaman is one of using your rage to
channel the primal energies around you through trances.
A trance could be induced from consumption of mystical
substances or by opening oneself to be a conduit for
ancestral spirits. However you find your way into a trance,
it allows you to channel powerful magic, and each trance is
its own conduit for different forms of magic.
Path of the Fury Shaman Features
Fighter
Level Feature
3rd Primal Trance, Might Presence
6th Primal Trance (2nd layer)
10th Primal Trance (3rd layer), Brutal Spell
Critical
14th Primal Trance (4th layer)

Primal Trance
You have learned to channel your rage into a trance
during which you can cast spells. Starting when you
choose this path at 3rd level, you can go into a trance
when you rage. If you do so, you may cast and concentrate
on spells for the duration of your rage and casting a spell
maintains your rage for the turn. The spells you can cast
depend on which trance you enter, and you may enter one
trance per rage.
You learn two trances of your choice, which are detailed
under "Trances" below. You learn an additional trance at
10th level. Whenever you gain a level in this class, you can
replace one of the trances you know. You can enter a trance
a number of times equal to the number of times you can
rage each long rest. At 20th level, however, you can use
trance seven times between each long rest (because rage is
unlimited at that level).
Casting Trance Spells. While in a trance, you can cast
certain spells, specified under "Trances" below. See
chapter 10 for the general rules of spellcasting. To cast one
of these spells, you use its casting time and other rules
unless otherwise noted in the trance, but you don't need to
provide material components for it.
Trance Layers. You can enter a deeper trance to gain
more power. A trance has up to four layers. Each layer of a
trance you enter counts as an additional usage of this Mighty Presence
feature. You choose the depth of the trance when you enter Against foes which are close to you are exposed to your
the trance. At 3rd level, you can only access the first layer of raw might when you cast spells. Starting at 3rd level, while
a trance. You can go two layers deep at 6th level, three you are in a trance, you may use Strength as your
layers deep at 10th level, and four layers deep at 14th level. spellcasting ability modifier instead of Wisdom for spells
Cantrips. You learn two cantrips of your choice from the that effect creatures that are within 5 feet of you.
druid spell list, which you can cast both in and out of a Additionally, when you deal damage with a spell to a
trance. You learn an additional druid cantrip of your choice creature within 5 feet of you while in a trance, you can add
at 10th level. your Rage Damage to one damage roll of that spell.
Spellcasting Ability. Wisdom is your spellcasting ability
for your spells, except as noted in Mighty Presence. You Brutal Spell Critical
use your Wisdom whenever a spell refers to your spell- Beginning at 10th level, you can roll one additional damage
casting ability. In addition, you use your Wisdom modifier die when determining the extra damage for a critical hit
when setting the saving throw DC for a spell you cast and with a spell attack. If the spell has multiple types of damage
when making an attack roll with one. die, you choose for which type to roll an additional die.
Spellsave DC = 8 + your proficiency bonus + your
Wisdom modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier

Path of the Fury Shaman


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Trance of Frozen Fortitude
A trance for surviving the coldest of environments. Your
blood runs cold and frost starts to cover you. As you go
deeper into this trance, you bring the force of a winter's
storm to bear on your opponents. (4 Layers)
Layer 1. As part of the bonus action to enter this trance,
you cast armor of Agathys.
Layer 2. As part of the bonus action to enter this trance,
you cast armor of Agathys as if using a 2nd-level spell
slot. During this trance, you can cast ice knife or
snowball swarm once as if using a 2nd-level spell slot.
Layer 3. As part of the bonus action to enter this trance,
you cast armor of Agathys as if using a 3rd-level spell
slot. During this trance, you can cast ice knife or snow-
ball swarm once as if using a 3rd-level spell slot and sleet
storm once, centered on yourself, auotmatically passing
the saves.
Layer 4. As part of the bonus action to enter this trance,
you cast armor of Agathys as if using a 3rd-level spell
slot. During this trance, you can cast ice knife or
snowball swarm twice as if using a 3rd-level spell and
sleet storm once, centered on yourself and you
automatically pass the saves. You can cast ice storm as
part of the bonus action to end your rage early.
Trances
The trances are presented in alphabetical order (except for
Trance of the Fire Bird because it's a clean example). Trance of Haunting Shadows
This trance causes the world around you to grow darker.
Trance of the Fire Bird Shadows stretch and a cloudy mist surrounds you. You
You channel the power of a fiery bird of prey. Your rage move through the mists. As you go deeper, you can call
flows into your hands which flicker with flame. As you dive forth the shadows to corrupt the life of your foes. (4 Layers)
deeper into this trance, the flames grow around you and Layer 1. You can fog cloud once during this trance.
form fiery wings, and your eyes glow with power. (4 Layers) Layer 2. As part of the bonus action to enter this trance,
Layer 1. You can cast burning hands once during this you can cast shadow blade. You can cast misty step once
trance. during this trance.
Layer 2. You can cast either burning hands or scorching Layer 3. As part of the bonus action to enter this trance,
ray as if using a 2nd-level spell slot twice during this you can cast shadow blade as if using a 3rd-level spell
trance. slot. During the trance, you can cast misty step three
Layer 3. As part of the bonus action to enter this trance, times.
you cast fly on yourself. During the trance, you can cast Layer 4. As part of the bonus action to enter this trance,
either burning hands or scorching ray twice as if using a you can cast shadow blade as if using a 4th-level spell
3rd-level spell slot or three times as if using a 2nd-level slot. During this trance, you can cast blight once and
spell slot. misty step three times. You can cast invisibility as part of
Layer 4. In addition to Layer 3, you may cast fire shield the bonus action to end your rage early.
once during this trance. You must choose warm shield.
You can cast fireball centered on yourself as part of the
bonus action to end your rage early, passing the save Trance of Hell's Embrace
automatically. Your trance evokes an ancient bond with a demon. Your
presence becomes menacing and vengeful. As you grow
deeper in this trance, you call upon demonic forces, gaining
Trance of the Blood Sworn demonic wings and summoning demons to you. (4 Layers)
The trance of those who swear their life to others. This Layer 1. As part of the bonus action to enter this trance,
trance prepares the body and mind to protect another till you can cast cause fear.
death. As you go deeper into the trance, you can even give Layer 2. In addition to Layer 1, you can cast hellish rebuke
your life force to those you wish to protect. (3 Layers) three times during this trance.
Layer 1. As part of the bonus action to enter this trance, Layer 3. As part of the bonus action to enter this trance,
you cast either heroism on yourself or shield of faith on you can cast either cause fear or fear as if using a 3rd-
another creature. level spell slot. During this trance, you can cast hellish
Layer 2. In addition to Layer 1, you may cast warding bond rebuke three times as if using a 2nd level spell slot.
once and sanctuary once during this trance. Layer 4. In addition to Layer 3, you can cast fly during this
Layer 3. In addition to Layer 1, you may cast life trance. You can cast summon greater demon as part of
transference twice and warding bond once during this the bonus action to end your rage early.
trance.

Path of the Fury Shaman


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Trance of Nature's Might
Trance of the Mage Hunter
You are one with the land around you. You channel the
A trance practiced by the warriors of old to fight against forces of nature, the earth rising to meet your call. As you
spell-weilding demons. This trance prepares your body and delve deeper into this trance, you become an embodiment
mind for an assault of magic. As you go deeper into the of nature's wrath. (4 Layers)
trance, you sense and disrupt the threads of magic in the
world around you. (4 Layers) Layer 1. You can cast earth tremor once during this trance.
Layer 1. You can cast absorb elements once during this Layer 2. You can cast either earth tremor or Maximillian's
trance. earthen grasp twice as if using a 2nd-level spell slot
Layer 2. As part of the bonus action to enter this trance, during this trance.
you cast enhance ability on yourself. During the trance, Layer 3. You can cast either earth tremor or Maximillian's
you can cast absorb elements once as if using a 2nd-level earthen grasp twice as if using a 3rd-level spell slot
spell slot. during this trance. You can cast erupting earth as part of
Layer 3. As part of the bonus action to enter this trance, the bonus action to end your rage early.
you cast enhance ability on yourself. During the trance, Layer 4. As part of the bonus action to enter this trance,
you can cast absorb elements twice as if using a 2nd- you cast guardian of nature. During the trance, you can
level spell slot and counterspell once. cast either earth tremor or Maximillian's earthen grasp
Layer 4. As part of the bonus action to enter this trance, three times as if using a 3rd-level spell slot. You can cast
you cast enhance ability on yourself. During the trance, erupting earth as if using a 4th-level spell slot as part of
you can cast resilient sphere once, counterspell twice, the bonus action to end your rage early.
and absorb elements twice as if using a 2nd-level spell
slot. Trance of Relentless Pursuit
The trance of hunters - induced to allow you to track prey
until they collapse from exhaustion. As you go deeper into
this trance, you can sap the energy from foes around you.
(3 Layers)
Layer 1. As part of the bonus action to enter this trance,
you cast either longstrider or jump on yourself.
Layer 2. As part of the bonus action to enter this trance,
you cast both longstrider and jump on yourself. During
the trance, you can cast zephyr strike twice.
Layer 3. In addition to Layer 2, you can cast slow once and
you may cast zephyr strike two additional times during
this trance.

Trance of Rolling Thunder


You channel the mighty roar of a thunderstorm. Your blows
carry the weight of a thunderstrike and your voice booms
like the storm. As you go deeper into the trance, you
empower yourseslf with thunder, allowing rapid movement
and ever more powerful blows. (4 Layers)
Layer 1. You can cast either thunderwave or thunderous
smite once during this trance.
Layer 2. You can cast thunderwave using a 2nd-level spell
slot once and thunderous smite twice during this trance.
Layer 3. During this trance, you can cast thunderwave
using a 3rd-level spell slot once and thunderous smite
three times. You can cast thunder step as part of the
bonus action to end your rage early.
Layer 4. In addition to Layer 3, as part of the bonus action
to enter this trance, you may cast elemental weapon,
choosing thunder, as if using a 4th-level spell slot. You
may also cast elemental bane once during this trance.

Artist Credits
Page 1 - Dragon Whisperer by Chris Rallis
Page 2 - Form of the Dragon by Mike "Daarken" Lim
Page 3 - Channeler Initiate by Yongjae Choi

Path of the Fury Shaman


3
Design Motivation The last step was figuring out the additional bells and
whistles the Rage Shaman needed to match the Eldritch
The only martial class to not get a spellcasting sub-class in Knights additional features on top of spellcasting (such as
the PHB is the Barbarian. Of the other three martials, the arcane charge or eldritch strike or w/e). I landed on Mighty
fighter and the rogue both use the third caster template, Presence, which I feel pushes the character back into
while the monk uses a unique spells as class features melee range - where it should be. I also allowed some of
template. As I was trying to figure out how the barbarian the spells to quicken and cast as bonus actions by tying
might work as a caster, I decided that having a third caster them to the rage beginning and end.
spell progression wasn’t going to work for my design. I Let me know what you think. I feel that there is a lot of
wanted the casting to be more specialized than just being room to make new trances, and would love to see some
able to cast in rage, and I felt that it might be more input on what other trances you would make.
interesting to give something to match the monk's design.
My design inspiration was thinking about how the Way of
the Four Elements monk uses their class features as Balance 1/3 Caster VS Rage Shaman
pseudo spells without going through the typical
spellcasting route, and figuring out how the Barbarian Rages Max Net Rage Net 1/3
could do the same. Per Trance Shaman Caster
Level Day Depth Spellpower Spellpower
Balance 3 3 1 3 2
While I designed the function of the class with the Way of 4 3 1 3 3
the Four Elements monk sub-class in mind, I balanced it 5 3 1 3 3
against the Eldritch Knight in terms of spellcasting power.
It made more sense to balance against a ⅓ long rest caster 6 4 2 8 3
because 1) WotFE is a short-rest caster and comparing 7 4 2 8 8
short-rest to long-rest is difficult, 2) WotFE expends the
monk’s main resource, ki, so their spells come at a higher 8 4 2 8 8
cost that is difficult to measure, and 3) it seems to be 9 4 2 8 8
generally the feeling that the WotFE is underpowered. 10 4 3 10 10
The Eldritch Knight had a much more simple ⅓ long rest
caster spell progression that was easy to compare with the 11 4 3 10 10
Rage Shaman, especially considering that I’ve tied casting 12 5 3 13 10
to rages which are long rest like traditional spellcasting.
To balance the class, I used a metric I call “spell power”, 13 5 3 13 16
which is a way of assinging points to spell slots (I'm sure 14 5 4 17 16
others have the same idea). I define “spell power” as 1 point 15 5 4 17 16
for each level of each spell you can cast per long rest. If you
can cast two 1st level spells and one 2nd level spell, you 16 5 4 17 19
have 4 spell power per long rest. Using this system, you 17 6 4 20 19
would see the third caster progresses from 2 spell power at
level 3 to 23 spell power at level 20 (see table) 18 6 4 20 19
19 6 4 20 23
Making Rages into Spells: Trances &
Layers 20 7 4 25 23
Since the spell casting is tied to rages, I knew that I needed
a way to figure out how much spell power each rage was
worth. With that, I could line up the barbarian’s rages per
day with the total spell power available to a third caster at
each level . What I found was that rages would need to have Change Log
exponentially more spell power to match the third caster. Added Brutal Spell Critical
But how do you make rage, a single use at a time resource, Replace a trance at each level instead of only at 6 and
scale exponentially? 14th level.
I solved this problem with the trance layers. Each layer is
exponentially more powerful, but costs another ‘usage’ of Artist Credits
your trance feature. The depth of trance layers by class Page 1 - Dragon Whisperer by Chris Rallis
level so you don’t immediately get access to the most Page 2 - Form of the Dragon by Mike "Daarken" Lim
powerful layers (since you have 4 rages/trances as early as Page 3 - Channeler Initiate by Yongjae Choi
level 6).
The math worked out such that each layer needs to have
Depth^2 spellpower (so 1, 4, 9, 16). The first layer has 1
spell power total, second has 4 total spell power, third has 9
total spell power and the fourth has 16 total spell power.
The table on the following page demonstrates how this
system balances against the 1/3 caster - quite well.

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About Me & Additional Homebrews
I'm faciniated by ways that the flavor of playing a class or Credits
sub-class can express itself both in-game and out of game Special thanks to:
at the same time, bringing you closer to your character. I've
brewed up an Artificer class that lets the player create The Homebrewery, for making homebrewing
inventions that cast spells, and the Gambler sub-class that fun, visually appealing, and professional.
allows the player to take risks on rolling dice, hoping to hit r/UnearthedArcana for taking the time to read
it big! and review what I write.
Other than that, I like to homebrew rules and whatever Anyone using my content! Thank you for
making all this time even more worthwhile
comes to mind. Brewing is a creative challenge - how to
best fit cool ideas into the 5e System.
Reddit handle: u/sonaplayer
Content
-Classes- -Rules-
The Artificer Variant: Jumping Rules
A Customizable Short-Rest Full Caster For Jumping Higher and Longer
Build your own inventions as the Artificer. Quite different The Rules As Written let you jump a fixed distance based
than Wizards of the Coast's version, this Artificer allows you on your strength score and modifier. These rules let you
to allocate resouces into spells and class features to build a jump a little further with a Strength (Athletics) check.
character with unique inventions and play styles.

-Sub-Classes-

The Gambler
A Roguish Archetype
Take risks and roll big with this sub-class for the Rogue
which goes all-in for big payouts!

The Brawler
A Martial Archetype
Get close and personal with this sub-class for the Fighter
to grapple, shove and toss opponents around the battlefield.

Path of the Fury Shaman


A Primal Path
Fuel magic by channeling your rage. By entering a unique
rage called a trance, the Fury Shaman casts spells.

Arcane Descendant
A Sorcerous Origin
Your ancestor was a powerful wizard. Your blood was
marked with an affinity for their school of magic.

About Me
5

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