The barbarian’s camp promises good food and drink as well as contests of strength and bravery, creating one or more of the following effects at the GM’s discretion.
Demesne Effects
- Ale within the barbarian’s demesne is particularly refreshing, bringing good cheer with no hangovers the next day no matter how much is consumed.
- Wildlife within the barbarian’s demesne grows especially large and fierce, migrating as the camp moves.
- Poisons brought into the barbarian’s demesne neutralize within the hour. No such cowardly “civilized” forms of death are permitted.
Stronghold Actions
On initiative count 20 (losing initiative ties), the barbarian can take a stronghold action with one of the following effects. They must be in the same hex or province as their stronghold and cannot use the same effect again until after a short or long rest.
- You issue forth a mighty “Yawp!” that causes all enemies within 60 feet to become frightened until initiative count 20 on the next round.
- You rage, and your allies gain the benefits of your rage as long as those allies aren’t wearing heavy armor.
- You cast chain lightning with a DC equal to 8 plus your proficiency modifier, plus your Constitution modifier. You may do this even while raging, and this does not end your rage.
Class Feature Improvement: Chieftain’s Rage
Whenever you reduce an enemy to 0 hit points, you can choose to make an additional weapon attack or move up to your speed. You can do this a number of times equal to your proficiency bonus, after which you must take a long rest to refresh this ability.
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