Base Class: Barbarian
Barbarians that are on the path to becoming a Chieftain put themselves in a often difficult place to maintain: prove that their might is greater than others, and act with the interests of what they rule over. This is a challenge very few are able maintain the balance of because of the journey often leading down tragic paths. The ones that stay true to this path are often legends that become immortalized in stories told through history.
The barbarian prioritizes the philosophy that their actions can speak much louder than words, so they dedicate themselves from more humble origins than others imagine with trades like farming, fishing, smithing, woodworking and more. In cultures where the fiercest warrior is similarly the most talented farmer, it's no surprise how someone on the path to becoming a Chieftain is able to gain so many followers.
Might Is Right
At the 3rd level, you understand that your actions and endurance are capable of speaking louder than anything else, and the best place someone can be is at your side.
You're dedicated to hard work that suit the needs to help a village you intend to rule, you gain proficiency in any one tool and any of the following skills: Persuasion, Insight, or Intimidation. You may use your Constitution Modifier instead of the Ability Modifier they typically use.
When you are raging, your conviction to your goals capture the attention of others to listen and follow. You and your allies gain any of the following effects equal to your Rage Damage bonus when they are within 5ft of you or within melee range of any creature within 5ft of you that is hostile to you:
- Bonus to attack roll
- Bonus to AC
- Bonus temporary hit points every round
- Bonus to saving throws
- Bonus to ability checks
You can change which effect your allies gain as a reaction.
Protective Kinship
At the 6th level, you take it very personally when enemies harm your allies. To you, your allies are your kin, and when someone causes harm, you won't be the only one to make the enemy regret the decision.
When an friendly target within 5ft of a hostile creature you are in melee range of is attacked, you can spend a reaction to make an attack of opportunity against the target and allow a other friendly target equal to half your proficiency bonus to use their reaction to make an attack of opportunity against the hostile target as well.
Once you use this feature, you must finish a short or long rest before you can use it again.
Die-hard
At the 10th level, your ambition is inspiration to your allies and demoralizing to your enemies. You know this and you refuse to let your allies or enemies truly see you ever go down. While Raging, when you're reduced to 0 HP, your body can remain standing until you fail a death saving throw, are brought back to consciousness, or a creature interacts to knock you down.
In a 15ft radius, a number of enemies equal to your Constitution Modifier (minimum of one) must make a Wisdom saving throw of 8+Your Proficiency Bonus+Your Constitution Modifier against being Frightened as long as your body is still unconscious and standing. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on success and becoming immune to this effect for the next 24 hours.
The same number of friendly creatures that remain in this area gain your Might Is Right effect. This effect ends when your body has fallen, at the end of the friendly creature's turn after leaving the area, or at the start of your next turn if you're brought back to consciousness.
Once you use this ability, it cannot be used again until you finish a long rest. At the 14th level, you don't need to be raging for this effect to occur.
Primal Leadership
At the 14th level, your allies are familiar with your approach into a battlefield, and your energy is infectious that others are able to connect and understand you plans on an instinctive level.
While Raging, you can use the Help as a bonus action against targets up to 20ft. The friendly target you're using this action on also gain one of the Might Is Right effects of your choice that they don't already have until the start of your next turn.
Friendly creatures must be able to see or hear your for this effect to work.
Previous Versions
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8/6/2023 1:39:52 AM
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