Base Class: Barbarian
Soldiers are almost never willing. Most are pressed into action; handed weapons and told to fight for a group of people they've never met. Rudimentary training leaves far too much room for error. A soldier isn't a killing machine, yet they are expected to follow orders without question. With destruction and death all around, one must band together with their allies and follow the path of war to survive.
Art by Chris Rahn. All rights reserved by WotC and MtG.
Inspiring Presence
Starting when you choose this path at 3rd level, your confidence and courage inspires those around you. While you're raging, allies within 30 ft. that can see and hear you may add your Charisma modifier to the damage roll of their attacks. At 15th level, allies may add your Charisma modifier to any saving throw they make.
Lead the Charge
At 3rd level, you learn to muster you and your companions into the fray. When you enrage, you and a number of allies equal to your Charisma modifier (minimum of 1) within 30 ft. that can see or hear you may use their reactions to move half of their movement speed toward an enemy. If movement ends within range of the enemy, they may make a single melee weapon attack as a part of the reaction.
Imposing Presence
You gain proficiency in the Persuasion and Intimidation skills.
Fight Through the Pain
Starting at 6th level, your sense of duty powers you and your allies through pain. Whenever you make an attack, you may expend one of your Hit Die to heal yourself or an ally within 30 ft. that can see and hear you. The total is equal to a roll of your Hit Die plus your Constitution modifier. In addition, allies within 30 ft. of you that can see and hear you cannot be frightened.
You may use this feature twice before finishing a short rest. The number of times you may use this feature increases when you reach certain levels in this class, increasing to 3 at 10th level, 4 at 15th level, and 5 and 20th level.
Exploit Weakness
Starting at 6th level, you have learned to undermine your enemy by exploiting their flaws. After making a successful attack against a creature, you may choose to remove its resistance to bludgeoning, slashing, or piercing damage. This effect lasts until the creature dies or has a lesser restoration spell cast on it. In addition, after making a successful attack, you learn what damage resistances and immunities the creature has. At 20th level, the creature also gains a vulnerability to your choice of bludgeoning, slashing, or piercing damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Own the Battlefield
Beginning at 14th level, you are as feared as you are respected.
While you’re raging, allies within 30 ft. of you that can see and hear you that drop to 0 hit points and don't die outright are dropped to 1 hit point instead. This feature only works if an ally hasn't benefited from the effect of this feature before a long rest. When you start raging, enemies within 30 ft. that can hear and see you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, they are frightened. Whilst enemies are frightened this way, attack rolls made against them have advantage.
Previous Versions
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