Barbarian
Base Class: Barbarian

You know how to fight with people at your side. This experience usually comes from training or fighting within an army or band of mercenaries. It will improve as you battle your way through your enemies. Many nations deploy atleast a few barbarian legionares in their squads if they are availeble as they command the battlefield with their precence both as a leader and a masterfull martial fighter. They have the ability to break enemy formations and gather allies to their side to protect from harm. They also understand who they are fighting with and can prepeare their own defence to be ready for friendly fireballs or lighting bolts.

Fighting Stance

When you enter rage you can choose a fighting stance.

Break The Line
When you hit a medium or smaller creature with your melee weapon attack you can force that creature to make a streng saving throw.
The DC of the save equals your 8+Proficiency+Strength.
On failed saving throw you can take that creatures space and move them to any square within 10 feet of you.
At 10th level the you can attempt to move Large or smaller creatures and the range of the movement increases to 15 feet.

Back to back
When an ally is within 5 feet of you, they gain bonus AC equal to your rage damage bonus.

At 10th level this bonus also aplies to saving throws.

Break Formation
Attacks of opportunity are made with disadvantage against you.
As part of the dash action you can make one melee attack.
This attack does an extra 1d6 damage.

At 10th level the extra damage increases to 1d10.

 

Know Your Allies

When an allies spell or ability forces you to make a saving throw you make that saving throw with advantage.
If you would take damage from the spell you take half of that damage instead and no damage if you succeed the saving throw.

Focus Target

Starting at 10th level, once per rage you can use an action to command your allies to focus a target within 30 feet of you.
As long as the target is within 5 feet of you your allies attacks deal extra damage to the target equal to your rage damage.

This effect ends when your rage ends.

Formation

Starting at 14th level, when you rage you and your allies within 60 feet of you can move up to your movement as reaction without provoking attacks of opportunity.
They also gain temporary hitpoints equal to your barbarian level.

Fighting Style

At 3rd level you can choose a fighting style from the list below.

Protection

 When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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