Fairy Ring—Fungalbrews' Content Catalog

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The Fairy Ring

On this page, you can find every piece of published homebrew content that I have made. It should serve as a directory for the rest of my content, if need be. If you find something you like, have any questions, or want to report a broken or outdated link, don't hesitate to contact me at /u/Fungalbrews on Reddit or FungusAmongUs#7561 on Discord.

Compendiums

The Warrior's Codex

The Warrior's Codex, or WCX for short, is a fighter-themed compendium that focuses on reworked weapons, tweaked combat rules, new items, and a complete weapon overhaul that gives every weapon a unique combination of properties. It also contains fifteen fighter subclasses, and a variety of other thematically-appropriate archetypes.

Races

Myconid

A playable option for the species of speechless, sunlight-fearing mushroom folk, featuring four unique subclasses.

Subclasses

Barbarian

Path of the Berserker

A rework of the PHB berserker that alters its exhaustion mechanics into a gamble of risk and reward.

Path of the Bonebreaker

A rework of the SCAG battlerager that gives them a new identity as a barely-armored fistfighter who crushes enemies without mercy.

Path of the Cataclysm

A rework of the XGE storm herald that diversifies and imrpoves their options to change them from a herald of a storm to a personificaton of a natural disaster.

Path of the Crescendo

An exercise in regularity and control, this primal path grows in power the more it strikes its enemies.

Path of the Ironclad

A heavily-armored path that wields the heaviest armor and weapons available.

Options for Path of the Totem Warrior

More than a dozen additional options for the path of the totem warrior, including the hungry locust, terrifying shark, proud peacock, and tricksy fox.

Bard

College of Passion

This college uses seduction and exotic dance tinged with magic and live blades to charm their foes into letting down their guard.

College of the Voice

This college wields words of power in an ancient language as earth-shaking magic in the style of the Dovaahkiin.

Cleric

Divine Domain: Entropy

This domain follows the gods of darkness, cold, and the end, with powers that unravel magic and extinguish the light.

Divine Domain: Toxin

Clerics of this domain follow gods of alcohol and venom, and specialize in debilitating their enemies.

Druid

Circle of the Boundary

A circle committed to the fragile balance between nature and civilization, with powerful magic and steel weapons taken from both.

Circle of Pyromancy

A circle specializing in the instinctive, primal art of fire magic, in the style of Dark Souls.

Fighter

Martial Archetype: Bannerlord

This archetype takes the mounted prowess of cavaliers and combine it with a supercharged version of the Purple Dragon Knight's supportive powers to become an inspiring horse-borne commander.

Martial Archetype: Bastion

This archetype is born from Cavaliers' defensive abilities and the Dwarven Defenders of old as a defender of the party and the people, but not necessarily themselves.

Martial Archetype: Cataphract

This archetype embodies the ideal of heavy cavalry that persisted for centuries. They ride their enemies down only to whip away and do it again.

Martial Archetype: Dervish

This archetype whirls over the battlefield. They leap through the fray, and destroy foes foolish enough to cluster together.

Martial Archetype: Dragoon

This archetype combines two of the three common definitions of the word for fantasy classes—a draconic knight, and a leaping, spear-wielding warrior. The end result does not include the real-life heavy cavalry, sad to say.

Martial Archetype: Exemplar

This archetype revises the Champion, which the Brute's release suggested was necessary. It remains simple to play, but takes a new place as the quintessential warrior who makes any combination of weapons viable.

Martial Archetype: Firebreather

This archetype creates persistent area of effects on the battlefield, a tactic previously closed to fighters. To them combat is a performance of deadly skill and careful control.

Martial Archetype: Hero

Fueled by their superhuman passions and the powers of the gods that support them, these fighters perform feats beyond mortal understanding.

Martial Archetype: Mage Knight

This archetype is a PHB eldritch knight with a few tweaks to improve their blend of might and magic.

Martial Archetype: Manhunter

This archetype selects a single target and hunts them down without mercy. They are ruthless, fiercely perceptive, and deadly in one-on-one combat.

Martial Archetype: Spellscorn

This archetype work best in a campaign with a plethora of magic items and spellcasting enemies, where they counter the greatest threats the world can offer. This archetype cuts through the weave just as easily as a monster's flesh.

Martial Archetype: Marksman

This archetype takes inspiration from the UA sharpshooter and gives it new identity as a group of exhibition performers.

Martial Archetype: Spellslinger

This archetype revises the XGE arcane archer, which lost its entire subclass after firing two powerful shots. This version keeps those shots, but gives them flexibility only seen before in cantrip-slinging spellcasters. It also uses all ranged weapons, not just bows.

Martial Archetype: Swordmaster

This archetype masters the blade with swift strikes and impossible accuracy, able to deflect faraway blows and close the distance in seconds.

Martial Archetype: Valkyrie

A martial archetype that soars through sky, delivering inspiration and healing to its allies below. Packed with pre-combat utility and interaction with death, for Valkyries choose the glorious dead.

Martial Archetype: Varangian

This archetype cripples their foes before killing them outright. They also dabble in teamwork, for raiding is a group affair.

Monk

Way of the Current

A serene, patient archetype who parts the torrent of battle around them and moves like a flowing river from one stance to the next to create an impenetrable defensive wall.

Way of the Hurricane

An archetype focused on aggression and speed, retaliating against enemies that strike them and closing the cap between them in the blink of an eye.

Way of the Ki Warrior

This rework of the SCAG way of the sun soul acknowledges that the archetype is, essentially, a Dragon Ball character, and grants it a variety of abilitites that are more honest with its origins.

Way of the Raptor

A swift and savage tradition for bestial races with razor-sharp claws that focuses on identifying, locking down, and destroying weak targets.

Paladin

Oath of Festivity

An oath devoted to excitement for the dull, fun for the bored, rest for the weary, and comfort for the miserable. To them, food, drink, and healing are powerful weapons against the forces of evil and the darkness they bring.

Oath of Indemnity

A paladin of insurance that rebuilds people and property from the ground up after disaster strikes, devoted to healing and restoration for others—but only for their fair share.

Oath of the Scourge

Powered by righteous fury, these paladins wage holy war to wipe the world clean of the monsters and abominations that plague it.

Ranger

Banshee Conclave

This conclave terrifies its enemies into submission with its haunting appearance and deathly scream before moving in for the kill with its ghostly powers.

Rogue

Roguish Archetype: Chameleon

This archetype hides in plain sight using its namesake's ability to change color.

Roguish Archetype: Infiltrator

This archetype combines the best aspects of the PHB assassin and XGE mastermind to combine the combative and utility strengths of each.

Roguish Archetype: Phantom

This archetype uses its ghostly powers to phase through walls and possess living creatures.

Roguish Archetype: Thunderbolt

A dazzling archetype with mastery over lightning that eschews stealth and subterfuge for shock and awe.

Roguish Archetype: Windblown

This archetype moves with the wind at its heels to master hit-and-run better than any other rogue.

Sorcerer

Sorcerous Origin: Iron Core

A wellspring of arcane power wrapped with a steel shell that taps into the arcane metal deep within to forge weapons from thin air and reduce damage taken by themselves and their allies.

 

Wizard

School of Cavalry

A master of mounted combat and casting spells at range, this wizard conjures a magical mount to keep them out of the line of fire.

Backgrounds

Peasant

A background for player characters with few prior achievements or riches to their name, who come from humble backgrounds but who have the most potential for growth.

Weapons and Items

Weapons Remastered, Revised

A rework of every single simple and martial weapon in 5e that adds many more, including early gunpowder weapons, cestuses, bastard swords, and estocs, as well as modifications and new materials that create even more combinations. Each weapon has a unique combination of properties that give every single weapon its own niche—no more redundancies or weapons that differ only in price. A must for any group bored with basic combat. "I attack twice and end my turn" is a thing of the past. A core part of the Warrior's Codex and the backbone of the entire project.

Rules

Class and Feature Tweaks

A short chapter of customization options for cleric, monk, and warlock, buffs to ranger and warlock, and modifications to several feats including charger and shield master. It also buffs several feats by giving a +1 to a relevant stat.

Combat Rule Tweaks

A section of houserules and quality-of-life changes that includes a simplification of mounted combat, nonlethal attacks, the use of magical items, adjusted injury rules that add exhaustion, and more. Intended to be used with The Warrior's Codex.

Magical Item Aesthetics

A set of rollable tables to help Dungeon Masters write the design and history of the magical items distributed throughout their campaign.

 

Spells

Rebalanced Bladetrips

An attempt to remove the power creep-y and easily-abused "bladetrips," booming blade and green-flame blade, and replace them with versions more in line with other cantrips.

Wintery Mix

After creating the Rebalanced Bladetrips, there were four more ideas left over for ice cantrips that were a bit too strong for that power level. I put them in here.
Mushroom Forest, Victor Lammert.

 

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