Base Class: Barbarian
Chieftain Barbarians are powerful and respected leaders of their tribes, they gain their power from the strength and faith of their people. While raging they imbue fear into their enemies and bolster the power of their allies.
Those who attempt to walk this path are often filled with ambition and strength but often go through trials and appraisals from their peers, many who have tried to walk this path often fail due to their arrogance and from the pressure put onto them. However, those who succeed in walking this path are respected and looked up upon for being able to pass through the many trials that they surpassed.
Chieftain's Voice
Starting when you choose this path at 3rd level, you can choose to call out in a thunderous and commanding voice. If you do so, enemies within 30 feet of you that can hear you must make a Wisdom saving throw (DC 9 + your Strength Modifier (minimum of +1)) or become frightened, the effect ends after 5 rounds, or if they move 60 feet away from you, they may make a Wisdom saving throw at the end of their turn, if they succeed they are no longer frightened, while allies within 30 feet gain temporary hit points 1d4 + your Charisma Modifier + your proficiency bonus, the dice size increases to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. After raging, you cannot use this feature again until after a short or long rest.
Commanding Order
Beginning at 6th level, while raging you are able to change the next action of a creature if you land a critical hit on the creature using a melee attack. Their next action cannot make them harm themselves directly.
Chieftain's Protection
Beginning at 10th level, you can use your action to make enemies make a Wisdom Saving Throw (DC 10 + Charisma Modifier + Proficiency Bonus) or ignore all creatures and be forced to move towards you and use their action to melee attack you for 1 round. All enemies that are affected that attack you using melee attacks become vulnerable to your attacks for 15 seconds or 3 rounds.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Might of the Chieftain
Starting at 14th level, When a creature within 5 feet of you attacks an ally instead of yourself, you can use your reaction to make that creature vulnerable to your next melee attack that hits them.
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