Base Class: Barbarian
Inspiring Rage
At 3rd level, when you follow this Path, those that follow you into battle are inspired by your fervor. Whenever you Rage you can choose a number of creatures within 15 feet of you equal to your Charisma modifier (minimum 1). Those creatures gain a bonus to damage with melee weapons equal to half your proficiency bonus (rounded down) and any bludgeoning, piercing or slashing damage they receive is reduced by your proficiency bonus. You regain all of your uses on a long rest.
At 3rd level, when you follow this Path, not only do you know how to harm a creature physically but also mentally. When you hit a creature while raging, you may choose to instill a sense of Dread or doubt in them. You have uses of this feature equal to your proficiency + Charisma (minimum of 1). You regain all of your uses on a long rest.
- Dread: You prey on the creature's fight-or-flight instincts. The creature must make a Wisdom saving throw; DC equals 8+ your proficiency bonus + your Strength modifier. On a fail, the creature becomes frightened of you for 1 minute and must immediately use its reaction to Dash away from you; not provoking an opportunity attack from you but any hostiles it may pass can make such an attack; repeating the saving throw at the end of each of its turns. On a success the creature becomes immune to this effect.
- Doubt: You prey on the creatures insecurities in combat. The creature must make a Wisdom saving throw; DC equals 8+ your proficiency bonus + your Charisma modifier. On a fail, the creature has disadvantage on weapon attacks until it hits with a weapon attack, repeating the save at the start of its turns. On a success or when it hits with a weapon attack, it becomes immune to this effect until it misses another weapon attack.
Commanding Shout
At 6th level you can rile your comrades to strike with the might you wield. As a Bonus Action, while Raging you can issue an order to one willing creature that can hear you within 30 feet of you. That creature can then use its reaction to move its full movement speed, which does not provoke opportunity attacks, and make one attack/dodge/dash/disengage/ready action against a creature; On a hit, the attack deals the normal weapons damage;
You can use this feature a number of times equal to your Proficiency + Charisma modifier (minimum 1) and regain all uses whenever you finish a long rest.
Cohesive Unit
At 10th level whenever a creature affected by your Inspiring Rage or the creature affected by your Commanding Shout reduces a creature to 0hp, you and that creature gain temporary hit points equal to your Charisma modifier + your proficiency bonus; they remain for both of you until your Rage ends.
Additionally, whenever you reduce a creature to 0hp, any allies under the effect by your Inspiring Rage or Commanding Shout gain bonus to hit equal to your charisma modifier (minimum of 1) to hit on their next attack.
Nobody Left Behind
At 14th level your bond with your unit is unmatched, those that break your unit will themselves be broken. Whenever an ally you can see falls unconscious you can expend a use of your Rage to enter a Vigilant Rage as your reaction. While in this Vigilant Rage you gain the benefits of your normal Rage plus the following benefits:
- Your movement speed increases by 10 feet.
- Attacks of opportunity Made against you while in Vigilant Rage are made at disadvantage.
- You can make a third attack whenever you take the Attack action on your turn.
- You have advantage on all attacks made against the creature that knocked out your ally.
- As a bonus action on your turn you can encourage your fallen ally back to consciousness; they can immediately make a death saving throw at advantage. If they roll a 1-18 they mark a success as normal. On a roll of 19, they are returned to consciousness at 1hp and gain temporary hit points equal to double your Charisma modifier; if they rolled a 20 they also gain temporary hit points equal to double their Constitution modifier.
- You are considered Raging for the entire duration of the Vigilant Rage regardless of if you attack.
The Vigilant Rage ends whenever the ally that triggered the Vigilant Rage returns to consciousness or if you fall unconscious. Whenever Vigilant Rage ends and you are still conscious you can continue your normal Rage or drop it altogether.
Inspiring Rage
At 3rd level, when you follow this Path, those that follow you into battle are inspired by your fervor. Whenever you Rage you can choose a number of creatures within 15 feet of you equal to your Charisma modifier (minimum 1). Those creatures gain a bonus to damage with melee weapons equal to half your proficiency bonus (rounded down) and any bludgeoning, piercing or slashing damage they receive is reduced by your proficiency bonus.
Psycolagical Warfare
At 3rd level, when you follow this Path, not only do you know how to harm a creature physically but also mentally. When you hit a creature while raging, you may choose to instill a sense of Dread or doubt in them. You have uses of this feature equal to your proficiency + Charisma (minimum of 1). You regain all of your uses on a long rest.
- Dread: You prey on the creature's fight-or-flight instincts. The creature must make a Wisdom saving throw; DC equals 8+ your proficiency bonus + your Strength modifier. On a fail, the creature becomes frightened of you for 1 minute and must immediately use its reaction to Dash away from you; not provoking an opportunity attack from you but any hostiles it may pass can make such an attack; repeating the saving throw at the end of each of its turns. On a success the creature becomes immune to this effect.
- Doubt: You prey on the creatures insecurities in combat. The creature must make a Wisdom saving throw; DC equals 8+ your proficiency bonus + your Charisma modifier. On a fail, the creature has disadvantage on weapon attacks until it hits with a weapon attack, repeating the save at the start of its turns. On a success or when it hits with a weapon attack, it becomes immune to this effect until it misses another weapon attack.
Commanding Shout
At 6th level you can rile your comrades to strike with the might you wield. As a Bonus Action, while Raging you can issue an order to one willing creature that can hear you within 30 feet of you. That creature can then use its reaction to move its full movement speed, which does not provoke opportunity attacks, and make one attack/dodge/dash/disengage/ready action against a creature; On a hit, the attack deals the normal weapons damage.
You can use this feature a number of times equal to your Proficiency + Charisma modifier (minimum 1) and regain all uses whenever you finish a long rest
Cohesive Unit
At 10th level whenever a creature affected by your Inspiring Rage or the creature affected by your Commanding Shout reduces a creature to 0hp, you and that creature gain temporary hit points equal to your Charisma modifier + your proficiency bonus; they remain for both of you until your Rage ends.
Additionally, whenever you reduce a creature to 0hp, any allies under the effect by your Inspiring Rage or Commanding Shout gain bonus to hit equal to your charisma modifier (minimum of 1) to hit on their next attack.
Nobody Left Behind
At 14th level your bond with your unit is unmatched, those that break your unit will themselves be broken. Whenever an ally you can see falls unconscious you can expend a use of your Rage to enter a Vigilant Rage as your reaction. While in this Vigilant Rage you gain the benefits of your normal Rage plus the following benefits:
- Your movement speed increases by 10 feet.
- Attacks of opportunity Made against you while in Vigilant Rage are made at disadvantage.
- You can make a third attack whenever you take the Attack action on your turn.
- You have advantage on all attacks made against the creature that knocked out your ally.
- As a bonus action on your turn you can encourage your fallen ally back to consciousness; they can immediately make a death saving throw at advantage. If they roll a 1-18 they mark a success as normal. On a roll of 19, they are returned to consciousness at 1hp and gain temporary hit points equal to double your Charisma modifier; if they rolled a 20 they also gain temporary hit points equal to double their Constitution modifier.
- You are considered Raging for the entire duration of the Vigilant Rage regardless of if you attack.
The Vigilant Rage ends whenever the ally that triggered the Vigilant Rage returns to consciousness or if you fall unconscious. Whenever Vigilant Rage ends and you are still conscious you can continue your normal Rage or drop it altogether.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/12/2023 5:27:02 AM
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7
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0
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5e
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Coming Soon
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