Barbarian
Base Class: Barbarian

Some barbarians use war chants to invoke a divine or natural power to help and their allies in battle. War chants, often accompanied with dances, can be used to encourage and empower allies or to intimidate and curse enemies. Either way, the sounds of a war chant signal imminent doom for the opposing side.

Long Chants

At 3rd level, you learn four major chants. After performing these chants, you gain the benefits given by that particular chant. Any number of humanoid creatures within 60 feet may join you in performing this chant, but only a number equal to your barbarian level plus your proficiency bonus can benefit from its effects. You can complete a chant and gain its effects once per day.

Each chant takes 5 minutes to perform, during which any creatures who are performing can not take any other actions without interrupting the chant. Being attacked also interrupts the chant. If a chant is interrupted (whether willingly or not), no effect is gained and the chant is not considered complete.

The following chants are available to you:

Chant of Guidance - Those who complete this chant can add 1d6 to any ability check, attack roll, or saving throw made during the next 8 hours. Once a creature rolls this d6, it is considered expended and cannot be used until this chant is performed again.

Chant of Perseverance - Those who complete this chant gain a number of hit points equal to twice your Charisma modifier (a minimum of 0) plus your barbarian level.

Chant of Passion - Those who complete this chant gain three Passion Points. Each of these points can be used to re-roll a single die rolled to deal damage from a melee attack. Any unused Passion Points expire 8 hours after this chant is completed.

Chant of Valor - Those who complete this chant gain advantage on all saving throws against being charmed or frightened for the next 8 hours. In addition, they gain temporary hit points equal to twice your Charisma modifier (minimum of 0).

 In addition, you gain proficiency in the Performance skill if you do not already have it.

 

Quick Chants

At 3rd level, you learn two quick chants from the Quick Chants list. These are short chants that can be invoked much more quickly than the long chants, allowing them to be used in the heat of battle. You can perform a quick chant once before you must take a short rest in order to use quick chants again.

You learn two additional quick chants at 6th level, 10th level, and 14th level. Whenever you reach a new level in the Barbarian class, you can swap out up to two quick chants that you know for others from the Quick Chants list.

Encouraging Chant

As a bonus action, you and up to two allies within 60 feet of you that can hear you can immediately move 10 feet. If they are currently Frightened, this condition ends.

Furious Chant

As a bonus action, you enter a rage without expending any uses of your Rage class feature. When you do this, you gain advantage on all attack rolls you make until the start of your next turn.

Hateful Chant

As an action, you target one creature within 60 feet with this chant. The target must succeed on a Charisma saving throw (with a DC equal to 8 + your proficiency bonus + your Charisma modifier) or roll with disadvantage on all saving throws that they make until the start of your next turn.

Inspiring Chant

As a bonus action, you give yourself and all allies within 60 feet that can hear you an Inspiration Die equal to 1d4. This Inspiration Die can be used to add 1d4 to any ability check, attack roll, or saving throw made in the next hour. Once an Inspiration Die is used, it is expended. A creature cannot have more than one Inspiration Die at a time, nor can they concurrently have both a Bardic Inspiration Die and an Inspiration Die from this chant.

Intimidating Chant

As an action, you perform a chant alongside a show of power meant to inspire fear and terror in your enemies. All hostile creatures within a 30 foot sphere centered on you must succeed on a Wisdom saving throw (with a DC equal to 8 + your proficiency bonus + your Strength modifier), or else be Frightened of you for one hour.

Prideful Chant

As a bonus action, you perform a chant that gives 5 temporary hit points to yourself and all allies within 60 feet that can hear you.

Provocation Chant

As an action, you chant in an attempt to goad an enemy into focusing their attacks on you. You select one hostile creature within 30 feet as a target. The target must make a Wisdom saving throw (with a DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, they must attempt to attack you at least once on their next turn (expending movement to reach you if necessary) unless they are attacked by another creature or targeted by a spell cast by a creature they are not allied with before then.

Restorative Chant

As an action, you restore hit points equal to your Charisma modifier + half your barbarian level (rounded down) to yourself.

Rave of Battle

At 6th level, you become so engrossed in your quick chants that it allows you to shrug off more damage than usual.

After you perform a quick chant, you gain resistance to the damage type of the next attack or spell that damages you. If you were already resistant to that damage type, you reduce the already resisted damage in half. The resistance or damage reduction from this feature ends immediately after you take the damage.

Stirring Chant

At 10th level, you can cast the haste spell by executing the proper stirring chant. You can do this once before you must take a long rest to use this ability again.

In addition, you can now use two quick chants before you must take a short rest in order to use quick chants again.

Enhanced Long Chants

At 14th level, your long chants give additional benefits. 

Whenever you perform a long chant, every creature who gains a benefit from the chant also gains a +1 increase to their AC for 12 hours and an Inspiration Die equal to 1d8. This Inspiration Die can be used to add 1d8 to any ability check, attack roll, or saving throw and can be stacked with the 1d6 granted by a Chant of Guidance. This Inspiration Die expires when either 12 hours have passed or it is expended by using it to add to a roll.

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