Base Class: Barbarian
Most people associate the barbarian with the recklessness and fury of nature, a beast in the guise of man. However, not all barbarians are mindless brutes, some are beacons of hope, triumphing in the face of even the worst odds, all with a smile on their face. Many of these barbarians choose to follow the Path of the Paragon, one who uses their physical power to terrify foes and inspire allies.
People’s Champion
Paragons are soldiers of the people, and as of such have learned to interact with the masses, even if it is not where they would usually excel. Starting at 3rd level, when you make a charisma check you may instead choose to use your strength modifier in place of your charisma.
Additionally, you gain proficiency in persuasion, performance, or intimidation. If you are already proficient in all three of these skills, you may instead gain proficiency in one skill from the Barbarian skill list.
Peak Performance
Being a paragon is about both having a spirit and a body that people can have faith in times of need. Starting at 3rd level, you take the first steps towards embodying that concept. You gain the following benefits:
- You are counted as one size larger when determining how much you can push, drag, and lift, and for what you can grapple.
- You become proficient in your unarmed strikes, and they deal 1d6 damage, or 1d8 damage if both your hands are free.
- Your rage damage increases by 1.
Indomitable Spirit
Your time as a paragon has taught you how to save face in order to prevent concern from your allies, even in the most dire of circumstances. Starting at 6th level, if you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this feature, you can't use it again until you finish a short or long rest.
Powerful Presence
Your influence over people starts to extend into combat as well. Starting at 10th level, when you enter a rage, you may choose for the rage to be either inspiring or intimidating, and gain benefits depending on which, as listed below.
Inspring:When you enter an inspiring rage, and a number of allies equal to your strength modifier (minimum of one) that you can see and are within 30 feet gain temporary hit points equal to your strength modifier(minimum of one). Additionally, as a bonus action on each of your turns while raging, you may grant a creature within 30 feet of you temporary hitpoints equal to your strength modifier (minimum of one). When your rage ends, any temporary hitpoints gained by this feature are lost.
Intimidating:When you enter an intimidating rage, you may select one creature within 60 feet of you, that can see or hear you. That creature must make a wisdom saving throw (DC 8+Str Mod+PB). On a failure, the creature becomes frightened of you until your rage ends. You may also choose to repeat this effect as a bonus action on each of your turns. A creature frightened like this may repeat the saving throw at the end of its turn, unless you have dealt it damage since the end of its last turn. A creature that succeeds on its saving throw is immune to this effect for 24 hours.
Epitome of Excellence
Your mastery over the paragon life style now extends to all aspects of your being, allowing you to stand in the face of even the greatest threats. Starting at 14th level, you gain the following benefits.
- Your unarmed stikes deal 1d8 damage, or 1d10 if both of your hands are free.
- You can now use Indomitable Spirit an additional time between long rests.
- Your proficiency bonus is doubled for the Persuasion, Performance, and Intimidation skills.
- While raging, you may add your strength modifier, in place of your charisma modifier, when making a charisma saving throw.
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