Base Class: Barbarian
Barbarians from who hail from warlord cultures learn the importance of leadership and psychological warfare. They focus on demeaning foes with taunts to expose vulnerabilities, command authority that even the fiercest foes can obey you, and encourage allies to strike fearlessly in battle. It’s not always brute strength that wins the battle or the war, it’s drawing cunning, trickery, manipulation, and commanding authority.
Cunning Rage
Starting 3rd level, when you rage, you focus on feinting attacks, taunting, and other psychological tactics to play mind games with your foes, enraging them and expose their vulnerabilities.
You can use your charisma modifier instead of strength to determine weapon attack rolls, damage rolls, and in your rage attacks.
Psychological Warfare
Starting at 3rd level, when you rage, you focus commanding presence, psychologically affecting the minds of nearby creatures. While raging, you can use your action to effect creatures you can see within 30 feet.
Beguile: The creatures you target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting them. If they fail the saving throw, they charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.
Frighten: The creatures you target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened targets can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
War Call: The creatures you target are imbued with bravery. For one minute the targeted creatures have advantage against being frightened or charmed and gain temporary hit points equal to your Charisma Modifier at the start of each of their turns. When the effect ends, the targets loses any remaining temporary hit points from this effect.
The Saving throw DC is 8 + your Charisma Modifier + your Proficiency Bonus.
You can use this action an amount of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Commanding Presence
Starting at 6th level, choose 1 of 4 skills, Intimidation, Persuasion, Deception, or Insight. You gain proficiency in one of these skills, If you are already proficient in any one of these skills, you can choose to gain expertise in one of these skills instead. At 10th level you can choose to gain proficiency or expertise in one of these skills again at 10th level.
In addition, your fascination with warrior cultures allows you to learn 1 language of your choice. You learn another language of your choice at 10th level.
Enraging Taunt
Additionally at 6th level, when a creature makes an attack roll within 30 feet of you, you can use your reaction to force the attacking creature to make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your flippant taunt. For one minute, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this effect doesn’t restrict the target’s movement for that turn.
The effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Once you use this feature, you must finish a long rest until you can do it again.
Fearful Tyrant
Starting at 10th level, your reputation and demeanor has caused other creatures to be fearful of you, and maybe forced to follow your commands.
You are able cast of Geas, Command, Dominate Beast, or Dominate Person as 5th level spells without material components, and all with a casting time of one action. These spells don’t end if you rage.
The Spell save DC is 8 + your proficiency bonus + your Charisma modifier.
Once you use one of these spells, you must take a short or long rest to use them again, unless a spell’s duration is still active.
War Cry
At 14th level, your presence now encourages you and your allies to strike harder and focus everyone’s mind on fearless bloodshed as you shout an inspiring war cry.
As an action you inspire up to 10 creatures of your choice within 60 feet of you.
For 1 minute, You and your Allies gain a bonus equal to your Charisma modifier (minimum of +1) for Charisma and Wisdom Saving throws.
Additionally, the selected creatures gain the benefit of your rage damage modifier for any type of attack. Up to a maximum of +4.
(This effect does not stack with your own rage bonus).
You must take a long rest to use this feature again
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