Power

* HD: 1d12
* Bonus Skill Points: None
* Spellcasting: Minor

On your turn, you can enter a Rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on all Brawn checks and Brawn saving throws.
* When you make a melee weapon attack using Brawn, you gain a bonus to the damage roll that increases as you pick levels in [*Power*], which starts at +2, increases to +3 at 9th and +4 at 16th.
* You have resistance to bludgeoning, piercing, and slashing damage.
* If you can cast spells, you can't cast them or concentrate on them while raging.

Your Rage lasts for a whole combat if the combat does not have any distinct pauses in the violence, this is up to the GM to decide. You can also end your Rage early by spending a bonus action. You can rage twice per long rest when you pick this ability, and the number of times you can Rage increases as you gain total levels. At 3rd total level, you can Rage thrice, four times at 6th, five times at 12th, six times at 17th, and unlimited at 20th.

##### **Secondary Selection**

Unarmored Defense [***Power***]

While you are not wearing any armor or wielding a shield, your armor class equals 10 + your Vitality modifier + your Resolve modifier. The Vitality and the Resolve modifier cannot exceed your proficiency bonus individually.

Second Wind [***Power***]

Once per short or long rest, you may regain hit points equal to 1d10 + your level in [*Power*] as a bonus action.

##### **Primary Selection**

Reckless Attack [***Power***]

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Brawn during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

##### **Secondary Selection**

Danger Sense [***Power***]

You have advantage on Dexterity saving throws against effects that you can see. You do not gain this benefit if you are blinded, deafened, or incapacitated.

Survival Instincts [***Power***]

Choose two Skills between Animal Handling, Athletics, Medicine, Perception, or Survival, you gain 2 skill points in both of them and you may gain rank 5 with both of those skills.

##### **Primary Selection**

Primal Path [***Power***]

* ***Beast Channeller - Bestial Nature***: You study an animal or beast of your choice to channel their ferocity in battle and gain their ancient wisdom. The animal or beast of your choice must fit one of the categories below and be native to your home region. On subsequent levels, if you pick up more Beast Channeller abilities you may choose the same animal or a different one. But you still must abide by the guidelines above when you do so. In addition, you learn Beast Sense and Speak as Animals but you can only cast them as rituals.
	+ ***Lumbering***: As long as you have activated your Rage ability, you have resistance to all damage except psychic damage.
	+ ***Flying***: As long as you are not wearing heavy armor you gain two benefits:
		- You can use the dash action as a bonus action.
		- Other creatures have disadvantage when targeting you with opportunity attacks.
	+ ***Pack***: As long as you are using your Rage ability, all your companions receive advantage when they target a creature within 1 m of you with a melee attack.
* ***Berserker - Frenzy***: You can go into a Frenzy when you Rage. If you do so, for the duration of your Rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When the Rage ends you gain one level of exhaustion.
* ***Fanatic - Blessed***: As long as you are using your Rage ability, your first successful weapon attack on each of your turns receives a bonus to its damage. The damage equals 1d6 plus half your [*Power*] level, rounded up. You choose the damage type and it will remain that damage type for the rest of your campaign.
* ***Natural Harbinger - Child of the Natural World***: Whilst raging, you can activate an aura with a 2 m radius. On subsequent turns whilst you are raging, as long as you spend a bonus action, the aura is activated until the start of your next turn. This aura cannot pierce through total cover. If any effects within Natural Harbinger would require a saving throw, your DC would equal your Vitality modifier plus your proficiency modifier. Choose one:
	+ ***Arid***: All creatures but you take 2 fire damage when you activate your aura with a bonus action. The damage increases with +1 at every 5 level picks of [*Power*].
	+ ***Ocean***: When you spend a bonus action to reactivate your aura, choose a creature within your aura’s range. That creature makes a dexterity saving throw. On a fail, the creature suffers 1d6 lightning damage and on a success, they suffer half that damage. The damage increases with +1d6 at every 5 level picks of [*Power*].
	+ ***Arctic***: All allies within range become strengthened by your icy aura and gain 5 temporary hit points. The temporary hit points increase with +5 at every 5 level picks of [*Power*].
* ***Shaman - Defenders***: On your turn, the first creature you hit with a weapon attack whilst you are raging becomes distracted by spirits. That creature has disadvantage to any attack it makes when targeting one of your allies instead of you. If it would successfully hit one of your allies anyway, your ally receives resistance to the damage it receives. This effect lasts until the start of your next turn or until you stop raging.

##### **Secondary Selection**

Fast Movement [***Power***]

Your speed increases by 2 m while you aren't wearing heavy armor.

#### **Level 4**

Ability Score Improvement or Feat [***Power***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Extra Attack [***Power***]

As part of your attack action, you can make two attacks instead of one. You must possess at least 1 level of [*Power*] to be eligible for this ability (excluding this level).

#### **Level 6**

Primal Path [***Power***]

* ***Beast Channeller - Animalistic Virtue***: Your Soul swells with the virtues of an animal or beast of your choice. Choose one:
	+ ***Lumbering***: All knockback effects increase with 1 m for you and all attempts to knock you prone or knock you back suffer disadvantage. In addition, you double your carrying capacity.
	+ ***Flying***: Dim light does not impose disadvantage on your perception checks. Without obstacles, you can see up to 2 km away from you and you can discern fine details up to 30 m away from you.
	+ ***Running***: If you are traveling at a normal pace you can still move stealthily and if you are traveling at a fast pace you can still track other creatures.
* ***Berserker - Mindless Rage***: You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your Rage, the effect is suspended for the duration of the Rage.
* ***Fanatic - Zealous Perseverance***: Once per Rage, you can reroll a failed saving throw but you must use the new result.
* ***Natural Harbinger - Soul of the Wild***: You gain benefits even if your aura is not active. Choose one:
	+ ***Arid***: You can light on fire flammable objects with a mere touch of your hand. If you want to light on fire an object that is being worn or carried you must first perform a successful grapple on the target and then a bonus action to ignite the spark. If the creature does not remove the item or douse the fire with action before the end of their next turn, they suffer 1d10 fire damage. In addition, you gain resistance to fire damage.
	+ ***Ocean***: You can breathe underwater and you gain a swimming speed of 6 m. In addition, you gain resistance to lightning damage.
	+ ***Arctic***: You do not suffer any adverse effects in extreme cold, you do not leave any footprints in snow and you gain advantage on Survival checks made to track creatures in the snow. In addition you gain resistance against cold damage.
* ***Shaman - Phantom Armor***: When you are raging and you see an ally take damage within 6 m of you, you may spend your reaction and lower that damage by 2d6. This reduction in damage increases twice with 1d6. Once after 10 level picks of [*Power*] (to 3d6), and once again after 14 levels picks of [*Power*] (to 4d6).

#### **Level 7**

Feral Instinct [***Power***]

You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your Rage before doing anything else on that turn.

#### **Level 8**

Ability Score Improvement or Feat [***Power***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

Brutal Critical [***Power***]

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

#### **Level 10**

Primal Path [***Power***]

* ***Beast Channeller - Listen to the Wild***: You gain the ability to cast Commune With Nature as a ritual.
* ***Berserker - Intimidating Presence***: As an action, you may attempt to frighten a creature that you can see or hear you within 6 m of you. The creature must succeed on a Resolve saving throw (DC equal to 8 + your proficiency bonus + your Presence modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 12 m away from you. If the creature succeeds on its saving throw, you can't use this ability on that creature again for 24 hours.
* ***Fanatic - Kindle the Spark***: Once per long rest, you can unleash a holy emboldening shout that gives up to ten allies within 12 m of advantage to all attack rolls and saving throws they make until the start of your next turn.
* ***Natural Harbinger - Shelter***: All creatures of your choice within your aura also gain your resistance that you received from the Soul of the Wild ability.

* ***Shaman - Commune with the Forebearers***: Once per short or long rest, you can cast Augury or Clairvoyance as Soul Mastery. For the purposes of Clairvoyance, rather than creating a sensor, you send one of your spirits to the location instead.

#### **Level 11**

Relentless Rage [***Power***]

If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Vitality saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this ability after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

#### **Level 12**

Ability Score Improvement or Feat [***Power***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

Brutal Critical [***Power***]

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. If this is not the first time you have picked this ability, you gain another die.

#### **Level 14**

Primal Path [***Power***]

* ***Beast Channeller - Beast Bond***: Choose one:
	+ ***Lumbering***: Any creature within 1 m of you and is hostile to you suffers disadvantage on all attack rolls when they target other creatures other than you. This ability is in effect as long as you are raging, the affected creature can see or hear you, and the creature isn’t immune to being frightened.
	+ ***Flying***: As long as you are raging, you gain the ability to fly in short bursts. Your flying speed equals your walking speed. If you would end your turn up in the air you would immediately fall.
	+ ***Running***: If you spend your bonus action when you hit a creature with a melee weapon attack you may knock the creature prone. You can only knock a creature prone this way if you are raging and the target is Large or smaller.

* ***Berserker - Retaliation***: As a reaction, you may make one melee weapon against a creature that is within 1 of you and damages you.
* ***Fanatic - Endless Anger***: If you are brought down to 0 hit points or less but not killed outright when you are raging, you do not fall unconscious. You still suffer damage as normal and make death saving throws as normal. If you die from your death saving throws you can still keep on fighting until your rage ends or 10 rounds has passed, whichever is faster.
* ***Natural Harbinger - Force of Nature***: Choose one:
	+ ***Arid***: As a reaction, you can force one creature to make a Dexterity saving throw after it hits you with an attack. If the creature fails this saving throw it takes fire damage equal to half your total level.
	+ ***Ocean***: As a reaction, you can knock a creature prone if you successfully hit them with an attack within your aura. A successful Brawn saving throw prevents the creature from being knocked prone by the rolling wave of force you unleash.
	+ ***Arctic***: Whenever you spend a bonus action to reactivate your aura, you can choose one creature to make a Brawn saving throw. On a failed save, the creature’s speed is reduced to 0 until the start of your next turn as they become afflicted by frostbite. The creature must be within your aura and you must be able to see it.
* ***Shaman - Ruthless***: Whenever you use your Phantom Armor ability to reduce damage against an ally of yours, the attacker suffers force damage equal to the damage your Phantom Armor ability averted.

#### **Level 15**

Innate Aggression [***Power***]

As a reaction, you may move up to half your total movement towards a creature that ended their turn within 3 m of you. This movement does not trigger attacks of opportunity.

#### **Level 16**

Ability Score Improvement or Feat [***Power***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

Brutal Critical [***Power***]

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. If this is not the first time you have picked this ability, you gain another die.

#### **Level 18**

Indomitable Might [***Power***]

If your total for a Brawn check is less than your Brawn score, you can use that score in place of the total.

#### **Level 19**

Ability Score Improvement or Feat [***Power***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Primal Champion [***Power***]

Your Brawn and Vitality scores increase by 4. Your maximum for those scores is now 24.