Barbarian
Base Class: Barbarian

The war song is an age-old art -- some using a guttural roar, others a stirring melody or rhyme, still others an earth-shaking beat. As a War Chanter, you live and breath this song, invigorating your comrades and terrifying your enemies with the power of your presence and voice.

War Song

Your rages are marked by a musical power, as you master the art of the battle cry and war chant. You gain proficiency in Performance, as well as one musical instrument of your choice. You also count as a bard for the purposes of attuning to magical items.

Starting when you choose this path at 3rd level, when you rage you begin your war song, and can choose to inflame or demoralize, with the following effects:

  • Inflame. Until the end of your rage, other creatures of your choice within 10 feet of you add your Rage Damage to the damage of the first melee weapon attack they make on each of their turns.
  • Demoralize. Until the end of your rage, other creatures of your choice within 10 feet of you subtract your Rage Damage from the damage of the first weapon attack they make on each of their turns.

Instrumental Weapons

Beginning at 6th level, your raging war chant reinforces the items you wield, granting them musical and martial power.

You can use musical instruments you are proficient with as weapons. A common musical instrument uses the statistics of a corresponding common weapon, per the table below. Instruments of greater rarity also gain a bonus to attack rolls and damage rolls: +1 for uncommon items, +2 for rare, and +3 for very rare or higher.

When you use the Attack action to make one or more weapon attacks using a musical instrument, you may play that instrument (and activate any corresponding effects) as a bonus action on that same turn. While raging, your weapons resonate with the sonic power of your chant, and the range of your War Song feature increases to 30 feet.

Also while raging, you add a bonus equal to your Strength modifier to all Charisma (Intimidation) and Charisma (Performance) checks you make.

Finally, using your action to play an instrument satisfies the conditions to prevent your rage from ending early at the end of your turn.

Instrumental Weapons table

Musical Instrument

Weapon

Bagpipes

Maul

Bass

Greataxe

Birdpipes or Pan flute

Club

Concertina or Accordion

Flail

Drum

Warhammer

Dulcimer

Shortsword

Flute

Dagger

Guitar

Battleaxe

Hand Drum or Tambourine

Light hammer

Horn

Mace

Longhorn or Songhorn

Longsword

Lute

Warhammer

Lyre

Rapier

Shawm or reeded instrument

Shortsword

Viol

Scimitar

Wargong

Maul

Overwhelming Noise

Beginning at 10th level, while raging you can use your bonus action to momentarily focus all of your sound and fury at a single creature that can hear you within 30 feet, bombarding their senses and gripping them with paralyzing fear. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus), or suffer one of the following effects of your choice:

  • The target is paralyzed until the next time it takes damage or until the start of your next turn, whichever comes first.
  • The target is stunned until the start of your next turn.
  • The target is frightened for 1 minute. If the target moves out of line of sight to you or is more than 60 feet away from you, they may repeat the save at the end of each of their turns. On a success, they are no longer frightened.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dissonant Fervor

Starting at 14th level, creatures affected by your War Song feature add or subtract your Rage Damage from the first two weapon attacks they make on each of their turns. The range of your War Song feature increases to 30 feet, or 60 feet if you're wielding an instrument.

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