Barbarian
Base Class: Barbarian

To be added 

Wardancer’s Garb

Starting when you choose this path at 3rd level, you gain proficiency in Performance, and one of the following skills of your choice; Persuasion or Intimidation. 

Additionally, you receive a set of Wardancer’s Garb. Wardancer’s Garb can consist a variety of things: large, brightly colored plumage, wooden or bone masks painted with tribal symbols, long strips of leather with rattling bone pieces, elaborate body paint, or a combination of the above. 

Whilst wearing Wardancer’s Garb, double your proficiency bonus for a Charisma (Performance) roll that involves a dance, chant, or some form of performance ritual from your character’s culture. 

If your Wardancer’s garb is lost or destroyed, you can acquire a new set, during a long rest in a suitable location, by spending 50gp. 

Dance in the Red Rain

Starting when you choose this path at level 3, whenever you are raging and reduce a hostile creature’s hit points to 0, you may use your bonus action to celebrate your victory and invigorate your allies. If you do, you and any ally who can see or hear you within 30 feet gain temporary hit points equal to your Barbarian Level plus your Charisma Modifier (minimum 1).

You may use this ability a number of times equal to your proficiency bonus, regaining all uses on completing a long rest. 

 

Drums of War

Starting at level 6, you may make an uproarious cry that spurs your allies to action as a fight begins. As a reaction to rolling initiative, you can use this ability allow you and a number of allied creatures equal to your Charisma modifier (minimum 1), within 30 feet of you, to move up to their speed and make a single melee weapon attack. 

After using this feature, you must complete a long rest before using it again. 

Exalt the Hunter

Starting at level 10, while you are raging, when an ally that you can see within 30 feet of you reduces a hostile creature’s hit points to 0, you may use your reaction to celebrate their accomplishment and give them the craving for further violence. If you do, and the targeted ally can hear or see you, they may use their reaction to move up to their movement speed and make a single melee weapon attack against a creature they can see.

You can use this ability a number of times equal to your Proficiency Bonus, and regain all uses upon completing a long rest. 

Infectious Fury

Starting at level 14, while you are raging, you may use an action to enter a war dance that encourages your allies to fight with the same zeal and fury that you do. Allies within 30 feet of you that can see and hear your performance gain advantage on the first melee weapon attack or Athletics check they make during their next turn, and deal additional damage equal to your Rage Damage bonus with all melee weapon attacks that they make until the start of your next turn.

Every turn after you use this ability, you may use an action to extend the ability’s duration until the start of your next turn; if you do not, this ability ends. It ends automatically if you fall unconscious or die, or your rage ends.

You do not need to make an attack to sustain your Rage while using this ability.

You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all uses after completing a long rest.

 

 

 

 

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