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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
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
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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.
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
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