Base Class: Barbarian
Sometimes, a calm commander is not enough to win a battlefield. A commander of overwhelming fury and rage must rise up to slaughter those who would dare stand against them. To these barbarians, the battlefield is more than a battlefield, it is a playground to show their strength and power to their foes, crushing the skulls of fools along the way, and destroying all morale for the enemy side. Leaders of ruthless armies, tribe leaders, warmongers rule with the strength they have, and give it to their allies alongside them, strengthening them as they rage on the battlefield.
Commanding Prescence
Warmongers command an intimidating presence, forcing those around them to submit to their commands.
When you choose this archetype at 3rd level, you gain proficiency in the Intimidation skill.
Your proficiency bonus is doubled for any ability checks that you make using Intimidation.
Emboldening Rage
Starting at 3rd level, your rage temporarily gives your allies the strength to endure more pain as you scream in fury. When you rage, you and five allies of your choosing within 30 feet of you gain 1d12 temporary hit points. They vanish if any of them are left when your rage ends.
When you reach certain levels in this class, you can give more temporary hit points by more: by 2d12 at 10th level and by 3d12 at 14th level.
Commander's Signal
A commander learns to use their sturdiness and steadfast speeds to lock down and call hits on those you strike with your weapons.
Starting at 6th level, your bulk quickens your first few steps in battle. You can give yourself a bonus to your initiative roll equal to your Constitution modifier.
You also gain to mark a creature you strike for the primary focus of your allies. When you land a weapon attack on a creature, you can use your bonus action to mark the opponent for death. When you mark a creature, attack rolls against the creature are at advantage until the start of your next turn. You can only mark one creature, if you attempt to mark another creature, the previous mark will be lost.
Strengthen Allies
Warmongers learn to push every advantage they get onto their foes with unbridled resilience, inspiring even their allies to push onward, past their own wounds.
Starting at 10th level, when you use Reckless Attack, if you hit a creature, you and five allies within 30 feet heal a number of hit points equal to your proficiency bonus. The amount of hit points healed doubles if the Reckless Attack that hit was a critical hit.
Never Give In
Even when you are beginning to lose ground, you don't submit to any foe that faces you, and you will exploit every advantage that you get in the heat of battle, inspiring allies to overcome their own limits.
Starting at 14th level, if you start your turn with less hit points than half your hit point maximum (rounded down) or, you regain a number of hit points equal to your constitution modifier. If you start your turn with more than half your max hit points, up to five allies within 30 feet of you that can see or hear you are emboldened by your presence, becoming immune to the charmed and frightened conditions.