Base Class: Barbarian
You tap into the primal power of the Largest apes. Barbarians who master this style are fiercely protective using their strength to intimidate people into submission and if that doesn't work a good old beating wont hurt you.
Primal Fury
Your Rage spills from a furious desire to protect you and yours. You appear naturally imposing even when clam but when you start raging you unleash a primal display which can terrify the enemy. Perhaps you unleash a primal roar and beat your chest like a gorilla.
Also creatures who are afraid of you are less careful in their fear allowing you to strike them as they attempt to scramble away.
You Gain the following benefits when you choose this class:
- You gain proficiency in Intimidation when you select this path. Also you can use Strength modifier for your Intimidation instead of Charisma.
- When you activate your Rage a number of creatures equal to your Strength modifier and that can see you must make a Wisdom Saving throw or become frightened of you for number of minutes equal to your Strength modifier (minimum of 1). A creature can re-roll their saving throw at the end of their turns, ending the frightened condition on a success. The Dc of this is (8+strength modifier+proficiency bonus).
- Your Rage damage against targets who are frightened is doubled.
Primal Display
When you enter combat you are able to perform a Primal Display, you instance beating your chest like a gorilla or performing a Haka style dance. This allows you to tap into more of your power when tired.
At 3rd level when you roll initiative and you have no uses of your rage left. Roll 1d12 take this number away from your initiative roll in order to regain 1 expended use.
Brute Slam
Starting at 6th level, you can smash the ground causing destruction to all nearby. Shattering the ground which can terrify your enemies with the sheer power you unleashed.
You gain the Brute Slam ability.
You use an action to Slam the ground beneath you causing a shockwave which does damage to each creature on the ground within 20 feet of you, all creatures in that space must make a dexterity saving throw (DC = 8+Strength modifier+ proficiency bonus). On a success they take half damage, on a failed save they take 4d8 force damage, are knocked prone. Choose 1 target knocked prone by this ability that creature is now frightened of you until the end of its next turn.
The ground stuck by this attack becomes difficult terrain until cleared.
You can only use this ability once per short rest.
The Defender of the Troop
At 10th level, whenever an ally within 5ft of you would take damage due to a melee attack, range attack or spell attack. You can use your reaction to take that damage for them. The attacker must then make a wisdom saving throw becoming frightened of you until the start of their next turn on a fail. A creature who passes on this save is immune to the fear caused by it for 24 hours.
Drums of War
At 14th level you learn the Drums of War ability. By creating an intimidating show of force that bolsters the moral of your allies and hampers your enemies.
As a bonus action you can roll a Performance check. Up to 10 allies of your choice gain temporary hit points equal to your roll. All other creatures within 60ft must make a wisdom saving throw against a dc = to (8+(strength modifier)+proficiency bonus). On a fail they become frightened of you for number of minutes equal to your strength modifier (minimum of 1), at the start of their next turn the must use their movement to move away from you or until they can't see you. At the end of their turn they can re-roll their saving throw ending the frightened condition on a success.
You can use this ability once per short rest.
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