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 Barbarian Level Feature 3rd Primal Trance, Mighty Presence 6th Primal Trance (2nd layer), Lucid Recovery 10th Primal Trance (3rd layer),

Empowered Spellfury 14th Primal Trance (4th layer),

Trance Weaving 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 the depth of that trance. 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 use this feature 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. When you enter a trance, you gain fury points, which allow you to cast certain spells, specified under "Trances" below. The number of fury points you gain depends on the trance depth, as shown in the Trance Depth & Fury Points table below. At 3rd level, you gain 1 fury point when you enter a trance. All unused fury points are lost when a trance ends. By spending additional fury points, you can increase the level of a trance spell (if the spell has an enhanced effect at a higher level). The spell's level increases by 1 for each additional fury point you spend. You cannot increase a spell's level above your current trance's depth. 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. Starting at 6th level, you can enter a deeper trance to gain access to more powerful spells and more fury points. You choose the depth of the trance when you enter the trance and remain at that depth until the trance ends. Each layer of a trance you enter counts as an additional usage of this feature. You can go two layers deep at 6th level, three layers deep at 10th level, and four layers deep at 14th level. You gain more fury points for deeper trances, as shown in the Trance Depth & Fury Points table. Trance Depth & Fury Points Trance Depth Fury Points 1st Layer 1 2nd Layer 4 3rd Layer 9 4th Layer 16 Cantrips. You learn two cantrips of your choice from the druid spell list, which you can cast both in and out of a trance. You learn an additional druid cantrip of your choice at 10th level. Spellcasting Ability. Wisdom is your spellcasting ability for your spells, except as noted in Mighty Presence. You use your Wisdom whenever a spell refers to your spell-casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spellsave DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Mighty Presence Foes closest to you are exposed to your raw might when you cast spells. Starting at 3rd level, while you are in a trance, you may use Strength as your spellcasting ability modifier instead of Wisdom for spells that effect creatures within 5 feet of you. Additionally, when you deal damage with a spell to a creature within 5 feet of you while in a trance, you can add your Rage Damage to one damage roll of that spell. Lucid Recovery Beginning at 6th level, as your trance ends, you can recover some unused magical energy. At the end of your 2nd layer or deeper trance, you recover one use of the trance feature depending on your remaining fury points. Lucid Recovery Trance Layer Remaining Fury Points 2nd Layer 3 or more 3rd Layer 5 or more 4th Layer 7 or more Empowered Spellfury Beginning at 10th level, while in a trance, you can add your spellcasting modifier to the damage roll of any spell you cast. Trance Weaving At 14th level, whenever you enter a trance, you can also gain the benefits of the first layer of another trance you know. Trances The trances are presented in alphabetical order as trance tables. Each trance table shows the spells you can cast, the required depth to cast that spell, the number of fury points to cast the spell (which can be up-casted as described in Casting Trance Spells), and any special properties that affect the casting of the spell. Special properties modify, improve, or restrict a spell's use. These special properties are noted with tags in the Special column. The special properties a trance spell can have are: Choose X. All spells with this tag have a choice. This tag limits the choices you can make. Dual. Spells tagged with dual can be cast together in the same action. Finale. This spell must be used as part of a bonus action to end your rage. Immune. You are immune to damage from this spell and automatically pass all saving throws this spell. This only applies to the spells you cast as part of the trance, not spells others cast on you. Initiating. You may cast this spell as part of the bonus action to enter your rage, or you may cast it normally at any other time. Other. This spell cannot be used on yourself. Self. This spell must be cast on the self, or centered on the self. Trance of the Blood Sworn The trance of those who swear their life to others. This trance prepares the body and mind to protect another till death. As you go deeper into the trance, you can even give your life force to those you wish to protect. (3 Layers) Depth Req. Fury Points Spell Special 1st 1 heroism self 1st 1 shield of faith (c) other 2nd 2 warding bond - 2nd 1 sanctuary - 3rd 3 life transference - Trance of Enthralling Might A trance that causes your presence to radiate across the battlefield, casuing awe and terror in the hearts of your foes. (3 Layers) Depth Req. Fury Points Spell Special 1st 1 compelled duel (c) initiating 1st 1 command initiating 2nd 2 crown of madness (c) - 3rd 3 hypnotic pattern (c) - 3rd 3 fear (c) -

Trance of the Fire Bird You channel the power of a fiery bird of prey. Your rage flows into your hands which flicker with flame. As you dive deeper into this trance, the flames grow around you and form fiery wings, and your eyes glow with power. (4 Layers) Depth Req. Fury Points Spell Special 1st 1 burning hands - 2nd 2 scorching ray - 3rd 3 fly self; initiating 4th 4 fire shield choose warm only 4th 3 fireball finale; self; immune 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) Depth Req. Fury Points Spell Special 1st 1 armor of Agathys initiating 2nd 1 ice knife - 2nd 2 Snilloc's snowball swarm - 3rd 3 sleet storm (c) self, immune 4th 4 ice storm finale Trance of Haunting Shadows This trance causes the world around you to grow darker. Shadows stretch and a cloudy mist surrounds you. As you go deeper, you can call forth the shadows to corrupt the life of your foes. (4 Layers) Depth Req. Fury Points Spell Special 1st 1 fog cloud (c) - 2nd 2 shadow blade (c) initiating 2nd 2 misty step - 4th 4 blight - 4th 2 invisibility finale Trance of Hell's Embrace Your trance evokes an ancient bond with a demon. Your presence becomes menacing and vengeful, and demonic energies lash out at your foes. As you grow deeper in this trance, you call upon demonic forces, gaining demonic wings and summoning demons to you. (4 Layers) Depth Req. Fury Points Spell Special 1st 1 cause fear (c) initiating 2nd 1 hellish rebuke - 3rd 3 fear (c) initiating 4th 3 fly (c) - 4th 4 summon greater demon (c) finale Trance of the Mage Hunter A trance practiced by the warriors of old to fight against spell-weilding demons. This trance prepares your body and mind for an assault of magic. As you go deeper into the trance, you sense and disrupt the threads of magic in the world around you. (4 Layers) Depth Req. Fury Points Spell Special 1st 1 absorb elements - 2nd 2 enhance ability (c) initiating 3rd 3 counterspell - 4th 4 resilient sphere (c) - Trance of Nature's Might You are one with the land around you. You channel the forces of nature, the earth rising to meet your call. As you delve deeper into this trance, you become an embodiment of nature's wrath. (4 Layers) Depth Req. Fury Points Spell Special 1st 1 earth tremor - 2nd 2 Maximillian's earthen grasp (c) - 3rd 3 erupting earth finale 4th 4 guardian of nature (c) initiating

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. Depth Req. Fury Points Spell Special 1st 1 longstrider initiating 1st 1 jump initiating 2nd 2 longstride & jump dual, initiating 2nd 1 zephyr strike - 3rd 3 slow (c) - 4th 3 haste (c) - 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) Depth Req. Fury Points Spell Special 1st 1 thunderwave - 1st 1 thunderous smite - 3rd 3 thunderstep - 3rd 3 thunderstep finale 4th 3 elemental weapon (c) initiating, choose thunder 4th 4 elemental bane (c) -

Design Motivation The only martial class to not get a spellcasting sub-class in the PHB is the Barbarian. Of the other three martials, the fighter and the rogue both use the third caster template, while the monk uses a unique spells as class features template. As I was trying to figure out how the barbarian might work as a caster, I decided that having a third caster spell progression wasn’t going to work for my design. I wanted the casting to be more specialized than just being able to cast in rage, and I felt that it might be more 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 pseudo spells without going through the typical spellcasting route, and figuring out how the Barbarian could do the same. Balance While I designed the function of the class with the Way of the Four Elements monk sub-class in mind, I balanced it against the Eldritch Knight in terms of spellcasting power. It made more sense to balance against a ⅓ long rest caster because 1) WotFE is a short-rest caster and comparing short-rest to long-rest is difficult, 2) WotFE expends the monk’s main resource, ki, so their spells come at a higher cost that is difficult to measure, and 3) it seems to be generally the feeling that the WotFE is underpowered. The Eldritch Knight had a much more simple ⅓ long rest caster spell progression that was easy to compare with the Rage Shaman, especially considering that I’ve tied casting to rages which are long rest like traditional spellcasting. To balance the class, I used a metric I call “spell power”, which is a way of assinging points to spell slots (I'm sure others have the same idea). I define “spell power” as 1 point 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 have 4 spell power per long rest. Using this system, you would see the third caster progresses from 2 spell power at level 3 to 23 spell power at level 20 (see table) Making Rages into Spells: Trances & Layers 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 exponentially more spell power to match the third caster. But how do you make rage, a single use at a time resource, scale exponentially? I solved this problem with the trance layers. Each layer is exponentially more powerful, but costs another ‘usage’ of your trance feature. The depth of trance layers by class level so you don’t immediately get access to the most powerful layers (since you have 4 rages/trances as early as 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. The last step was figuring out the additional bells and whistles the Rage Shaman needed to match the Eldritch Knights additional features on top of spellcasting (such as arcane charge or eldritch strike or w/e). I landed on Mighty Presence, which I feel pushes the character back into melee range - where it should be. I also allowed some of the spells to quicken and cast as bonus actions by tying them to the rage beginning and end. Let me know what you think. I feel that there is a lot of room to make new trances, and would love to see some input on what other trances you would make. Balance 1/3 Caster VS Rage Shaman Level Rages Per Day Max Trance Depth Net Rage Shaman Spellpower Net 1/3 Caster Spellpower 3 3 1 3 2 4 3 1 3 3 5 3 1 3 3 6 4 2 8 3 7 4 2 8 8 8 4 2 8 8 9 4 2 8 8 10 4 3 10 10 11 4 3 10 10 12 5 3 13 10 13 5 3 13 16 14 5 4 17 16 15 5 4 17 16 16 5 4 17 19 17 6 4 20 19 18 6 4 20 19 19 6 4 20 23 20 7 4 25 23 Change Log 1.2 Removed Brutal Spell Critical

Added Lucid Recovery 1.1 Added Brutal Spell Critical

Replace a trance at each level instead of only at 6 and 14th level. Artist Credits Page 1 - Dragon Whisperer by Chris Rallis

Page 2 - Channeler Initiate by Yongjae Choi

Page 3 - Form of the Dragon by Mike "Daarken" Lim

Page 4 - Maniacal Rage by Heonhwa Choe