Base Class: Barbarian
Barbarians on the Path of the Voice believe that raw anger, when tempered by purpose, can become a rallying cry that lifts comrades to greatness. Hailing from warrior choirs, holy chanting circles, or powerful battle-hardened tribes, these barbarians do not simply roar—they sing.
To them, rage is not just an emotional outburst, it's a transformative state where sonic resonance and unwavering resolve combine. Vibrations carry their fury outward, creating thunderous pulses that embolden allies or unnerve adversaries. Whether raised in sprawling arenas or hushed cathedral choirs, followers of the Voice are united by their unshakeable certainty that courage can be heard.
Level 3: Shouts of Valor
When you enter your rage, your voice becomes a powerful instrument of battle.
War Cries. You learn two War Cries of your choice (detailed below). You learn an additional War Cry at 7th level and again at 14th level. Whenever you gain a level in this class, you can replace one War Cry you know with another War Cry of your choice. While raging, you can use your bonus action to unleash one of your War Cries. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Saving Throws. If a War Cry requires a target to make a saving throw, the save DC is 8 + your proficiency bonus + your Constitution modifier.
Level 6: Vocal Mastery
Your mastery over the power of your voice grants you the following abilities:
Throw Voice. When you speak you can choose for your voice to emanate from a point you can see within 60 feet instead of from your actual location. You can use this ability a number of times equal to your Proficiency Bonus per Long Rest. This ability does not affect your War Cries.
Sustained Breath. You have trained your lungs to endure prolonged exertion. You can hold your breath for twice as long as normal.
Level 10: Thunderous Refrain
After using any War Cry, your melee attacks deal an additional 2d6 thunder damage until the start of your next turn.
Level 14: Warrior Chorus
Your mastery over battlefield acoustics allows your voice to strike from unexpected angles, instilling fear and inspiration alike.
Distant War Cry. When you use your Throw Voice ability, you can now project a War Cry from the chosen point instead of from your actual location.
Raging Cry. When you enter a rage, you can unleash a War Cry as part of the same bonus action. This does not count against your War Cry uses for the day.
War Cry Options
The War Cries are presented here in alphabetical order.
Bolstering Cry
All allies of your choice within 15 feet of you gain a bonus to saving throws equal to your Rage Damage Bonus until the start of your next turn.
Call to Arms
All allies of your choice within 15 feet of you gain a bonus to attack rolls equal to your Rage Damage Bonus until the start of your next turn.
Forceful Shout
All creatures within 5 feet of you must make a Strength saving throw. On a failure, they take 1d6 × your Rage Damage Bonus in thunder damage and are pushed 10 feet away. On a success, they take half damage and are not pushed.
Howl of Resurgence
You regain hit points equal to1d6 x your Rage Damage Bonus. If you are below half your hit point maximum, you regain the maximum amount instead.
Invigorating Roar (6th level required)
A creature of your choice within 30 feet of you gains temporary hit points equal to 1d10 × your Rage Damage Bonus. These temporary hit points last until the start of your next turn.
Lion’s Call (14th level required)
One unconscious creature of your choice within 30 feet immediately regains hit points equal to your Rage Damage Bonus and can immediately stand up without using movement.
Piercing Scream (10th level required)
A creature of your choice within 30 feet of you must make a Constitution saving throw or be Stunned until the start of your next turn.
Rallying Echo (6th level required)
You and a number of allies equal to your Rage Damage Bonus within 15 feet can immediately move up to half their movement speed without provoking opportunity attacks.
Wail of Dread
All creatures in a 15-foot cone originating from you must make a Wisdom saving throw or be Frightened of you until the start of your next turn
Willbreaker Cry (14th level required)
Choose a creature within 30 feet. It must make a Charisma saving throw or have disadvantage on all saving throws caused by you and your allies until the start of your next turn.
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