Base Class: Barbarian
Ride the Rage's trance to Glorious moments in battle.
Barbarians who walk the Path of the Hero are enabled by their Rage to create glorious moments in battle. Their Rage is moulded by their ideals, romance and the glory of the battlefield. These Barbarians are the ones that inspire Bards and make little fables into glorious epics.
Level 3: Heroic Rush
While you are in Rage, when a friendly target has an enemy within 5 feet;
you may use Dash as a Bonus Action to move towards that enemy.
Immidiately after you reach that enemy you can roll a die from your hit die pool and gain that many temporary hit points.
Your first attack towards that enemy this round has a bonus damage of half of the hit die you rolled (rounded down minimum of your current Rage Damage).
If your Rage subsides by any means, you also lose the temporary hit points and any bonus damage.
"I use my Heroic Rush and move towards the target"
*** rolls a 7 on the d12 roll *** (provided the player used their Barbarian hit die a d12)7÷2 = 3.5 -> rounded down-> 3
"You gained 7 temporary hit points, and your first attack this round will have a +3 to damage".
Level 6: Rallying Shout
Once per active Rage, you may let an inspiring shout to rally your allies.
As a Bonus Action, any ally (including yourself) within 50 feet that can hear your shout has advantage
on their next save against Frightened or Charmed conditions.
Any ally that is actively rolling for a Death saving throw has advantage on their next roll.
Your Rallying Shout creates a sound which can be heard 100 feet away.
The effect lasts rounds equal to your Proficiency Bonus, and it expires at the end of your turn.
Example: On Level 7, your Proficiency Bonus is 3 therefore, you will enable the advantages mentioned above for 3 rounds.
" Barbarian's turn 1: With my bonus action, I use Rallying shout, and I end my turn"
** Dungeon Master: Please roll me a Wisdom Saving of X please for Charm condition with advantage. **
" Barbarian's turn 3: ....and I end my turn" <-- this is where the 3rd turn concludes, and the effect expires.
Level 10: Intimidating Presence
While you are in Rage, you attempt to compel any hostile target to attack you with your Inimidating Presence.
As an Action, all hostile targets within 30 feet that can see or hear you must roll a
Wisdom Saving (DC 8 plus Charisma modifier and Strength modifier)
On a failed save, affected targets are drawn to you, compelled by your Intimidating Shout.
Affected Targets have disadvantages on attack rolls against creatures other than you.
Affected targets may repeat the save at the end of their next turn.
Once you use this feature, you can't use it again until you finish a Long Rest or unless you expend a use of your Rage
(no action required) to restore your use of it.
Level 14: The moment of the Hero
Your Rage enables you to act in the most heroic ways!...
When you activate your Rage, you can choose to activate The Moment of the Hero.
You can do so once per Long Rest.
If you choose not to activate The Moment of the Hero when you enter your Rage, you can activate it later by spending a Bonus Action and one additional use of Rage.
Once you enter this state of mind and body:
- You cannot regain hit points, gain a new hit-point pool and/or temporary hit points except with Relentless Rage.
- Your Strength Attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 19 or 20.
- When you hit 0 hit points the first time while you are under the effect of this you instantly succeed on your Relenteless Rage and the DC for the next one is not increased.
- Your Dash ignores difficult terrain.
If you gain the unconscious condition while you are under the effects of The moment of the Hero, you are incapacitated but not prone.
Your raging will keeps you on your feet even though you are unable to continue fighting...
Previous Versions
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