Base Class: Barbarian
Tribes are all over the Tablelands. And those tribes near leaders, and sometimes they are a War Chief. War Chiefs are as natural as leaders as they are warriors, charging into battle with fierce battle cries and boisterous songs, inspiring their allies and bringing dread to their enemies.
Bonus Proficiency
hen you adopt this path at 3rd level, you gain proficiency in one of the following skills of your choice: History, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.
History
History
Intimidation
Intimidation
Language
Language
Performance
Performance
Persuasion
Persuasion
Tribal Leader
At 3rd level, you learn to bolster the resolve of your allies, and crush that of your enemies, with battle cries. You learn two battle cries of your choice, which are detailed under Battle Cries below. You learn an additional battle cry of your choice at 6th, 10th, and 14th level. Each time you gain a barbarian level, you can replace one battle cry you know with a different one.
You can issue one of your battle cries as an action on your turn. When you do, you choose a creature other than yourself within 30 feet of you that can hear you as the target for the battle cry. That target gains the effect of the chosen battle cry.
As part of the bonus action you use to enter a rage or as a bonus action while raging, you can issue a battle cry.
Bolstering Yip
Until the start of your next turn, the target has advantage on saving throws against being charmed or frightened.
Cautionary Bellow
The target has advantage on the first Strength, Dexterity, or Constitution saving throw it makes before the start of your next turn.
Challenging Call
If the target chooses to move on its next turn, it must use its movement to move closer to you. This battle cry has no effect on a creature immune to being charmed.
Defensive Holler
The first attack made against the target before the start of your next turn is made with disadvantage.
Empowering Howl
The first time the target hits with a weapon attack before the start of your next turn, it gains a bonus to the damage roll equal to your Constitution modifier (minimum 1).
Hastening Whoop
The target can use its reaction to move up to half its speed. If this movement provokes an opportunity attack, the attack roll is made with disadvantage.
Infuriating Bark
The target has disadvantage on attack rolls against targets other than you until the start of your next turn. This battle cry has no effect on a creature immune to being charmed.
Invigorating Shout
The target gains temporary hit points equal 1d6 + your Constitution modifier (minimum 1). It loses any of these remaining temporary hit points at the start of your next turn.
Maddening Ululation
The target has advantage on the first melee weapon attack it makes before the start of your next turn, and the first attack made against it before then by a creature other than you is made with advantage. This battle cry has no effect on a creature immune to being charmed
Terrifying Shriek
The target can’t willingly move closer to you during its next turn. This battle cry has no effect on a creature immune to being frightened.
War Song
At 6th level, you augment your rage with a tribal song or chant that inspires greater power in your allies’ attacks. While raging, when a friendly creature other than you within 30 feet of you hits with an attack, the attack gains a bonus to its damage roll equal to half your rage damage bonus. A creature must be able to hear you to gain the benefits of this feature
Commanding Presence
At 10th level, you gain a supernatural ability to influence and inspire obedience in others. You can cast the command and suggestion spells without providing material components. Constitution is your spellcasting ability for the spells.
Once you cast suggestion with this feature, you can’t cast either spell with this feature again until you finish a short or long rest.
Chieftain’s Voice
Starting at 14th level, your voice booms with such incredible authority that even those who cannot hear it are compelled to listen. If a creature is deafened, it can still hear you when you speak, as well as when you make any noise, for the purpose of your Path of the War Chief features.
Additionally, the range of your War Song increases to 60 feet, and when you issue a battle cry, you can choose a creature within 60 feet that can hear you as the target for the battle cry’s effects.
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