Base Class: Barbarian
In the throes of war, some barbarians scream like demons. Others taunt their opponents' frailty or give mighty shouts to bolster their allies. A war chanter does all that and more, for their voice is infused with supernatural power. Rarely silent outside of combat, in moments of conflict they can be heard on every corner of the battlefield.
Some war chanters, especially dwarves, use ancient chants passed down through generations, while others create their own unique battle cries or just wordlessly shout.
Chant
Starting when you choose this path at 3rd level, you gain the ability to channel spirits of strife by chanting. You can perform three different chants that each affect creatures of your choice within 10 feet of you that can hear you. The targets do not need to be able to understand you. You chant when you enter a rage and can chant again as a bonus action while you are raging.
Demoralizing Chant. Each target subtracts 1 from the next attack roll they make before the end of their next turn. The penalty increases when you reach certain levels in this class, increasing to 2 at 10th level and 3 at 20th level. Creatures immune to fear are unaffected.
Inspiring Chant. Each target gains 2 temporary hit points. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Power Chant. Each target gains a +1 bonus to the next attack roll they make before the end of their next turn. The bonus increases when you reach certain levels in this class, increasing to 2 at 10th level and 3 at 20th level.
Booming Voice
Starting at 6th level, Chant affects creatures of your choice within 30 feet of you that can hear you.
Supreme Shout
At 10th level, you learn either how to inspire your comrades to new heights or how to terrify your foes. You gain one of the following abilities.
Call to Glory. As a bonus action, you unleash an awesome battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Howl of Terror. As a bonus action, you unleash an inhuman roar, forcing each creature of your choice within 60 feet of you that can hear you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you finish a long rest.
Sound and Fury
Starting at 14th level, whenever you take damage or are forced to make a saving throw, you can use Chant as a reaction.
In addition, Chant, Call to Glory, and Howl of Terror can even affect deaf creatures, provided they are within range, and are heard within areas of magical silence.
Previous Versions
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