Base Class: Barbarian
People remember protests and rallies. Manifestations so passionate that may turn violent. A rage shared between many and focused on achieving one single goal. But how do they start? A Barbarian going through the Path of the Mob becomes an expert in sharing his rage between many, encouraging those around him to join in expressing their primal rage.
Rally
Starting when you choose this path at 3 level, your rage turns into a rally. When you go into a rally, you can choose a number of creatures equal to the sum of your barbarian level and you proficiency bonus that are within 80 ft. of you to join you by going into a furious rant. The topic of this rant does not have to relate to any topic at hand, you could be fighting a dragon and complain about a rock on your shoe that bothered you a few days before. These creatures gain your resistances to piercing, slashing, and bludgeoning damage.
Provocation
Starting when you choose this path at 3 level, you can provoke a creature that can hear you. This forces them to roll a wisdom saving throw. The DC of this saving throw is the sum of 8, your proficiency bonus, your charisma modifier, and your strength modifier. The affected creature can choose to fail the saving throw. If they fail, any attack towards them is with advantage until the start of your next turn, but any attack they make on their turn is with advantage.
Mob Vitality
Beginning at 6 level, when you go into a rally, you gain an amount of temporary hit points equal to the sum of your barbarian level times the amount of people that join you on your rally and your proficiency bonus (Barbarian Level ∙ People Rallying + Proficiency Bonus).
One Cause, One Heart
Beginning at 10 level, you can use your reaction to reduce the damage one of the creatures on your rally takes by taking it yourself.
Revenge of the Mob
Beginning at 14 level, can focus your rally’s anger to add damage to an attack. For each time one of the creatures joining you rally was successfully attacked since the end of your last turn, you add 1d4 of psychic damage to your melee weapon attack. Each attack of a multiattack counts individually and if one attack hits many creatures it adds 1d4 for each creature hit. If a saving throw is saved and the damage is halved, it does not add a 1d4 from the creature.
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