Base Class: Barbarian
For some barbarians, rage can be focused and expressed by fierce warchants. These barbarians perform their chants in or before a battle, in order to strengthen their courage and resolve. When a Warchanter finds their rhythm, the unending warchant unnerves their enemies and makes their attacks less effective.
Warchant
Starting when you choose this path at 3rd level, you learn a warchant. Your warchant is a rhythmic verbal or physical performance of your choice, which you continually perform while you rage. This warchant weakens your enemies in battle, and exalts your triumphs. Your warchant could be a wild dance, a ululating warcry, or a guttural mantra.
When you enter a rage and begin your warchant, any hostile creature within 20ft who can hear or see your warchant must make Charisma saving throws. The DC for this saving throw is calculated by adding your Constitution Modifier + Proficiency bonus + 8. Whenever a creature that fails this saving throw makes an attack roll or a saving throw before your rage ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. If a creature leaves the 20ft radius, or otherwise becomes unable to see or hear your warchant, the effect ends on that creature.
In addition, if you defeat an enemy while raging, you may use your bonus action to let out a victory cry, regaining 1d4 plus your Barbarian level hitpoints.
You also gain proficiency in the Cha (performance) skill, if you are not already proficient.
Practiced Rhythm
During your rest, you can spend time practicing your Warchant, allowing you to spring into action at a moment's notice, and more easily maintain your rythm. So long as you spend at least 1 hour practicing your warchant during a long rest, you gain the following benefits.
- Advantage on your first initiative roll.
- While raging, you have advantage on saving throws against any effect that would Paralyze, Grapple, Restrain, Stun, or knock you Prone.
Fierce Challenge
Your warchant prepares you and invigorates you for battle, granting you fierceness and increased resilience as you enter the fray.
If, when you begin to rage, you have not been the target of an attack or a spell in the last hour, you gain 2d8 temporary hitpoints, and you gain advantage on your first melee attack made while you rage.
Chant of the Tribe
Starting at 14th level, whenever you rage, any friendly creature within 30ft can use its reaction to join you in your chant. A creature that uses its reaction this way gains one of the following benefits for the duration of your rage, it's choice.
- The creature gains advantage on Strength checks and Strength saving throws.
- When the creature makes a melee weapon attack using Strength, its gains the same bonus to the damage roll determined by your Barbarian level, as shown in the Rage Damage column of the Barbarian table.
- The creature gains resistance to bludgeoning damage.
- The creature gains resistance to piercing damage.
- The creature gains resistance to slashing damage.
- The range of your warchant aura increases to include a 20ft radius centered on the creature.
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