Base Class: Barbarian
The path of the Mountain Lord is about being an effective leader, bolstering allies and maintaining you wits even in the midst of brutal combat. Followers of this path are known for their charismatic presence, both on and off the battlefield. They often have an air of superiority around them, stemming from their towering physiques and sharp instincts for battle.
Focused Rage
3rd-level Lord of the Mountain feature
The path of the Mountain Lord teaches you to channel your rage, focusing your mind and sharpening your instincts for tactical advantage. Starting when you take this path at 3rd level, while raging you have advantage on Intelligence checks, and if a creature rolls a 1 on a melee weapon attack against you, you can use your reaction to make a single melee attack against them in retribution.
This attack can also be replaced by the shove action.
The Charisma of Muscle
3rd-level Lord of the Mountain Magic feature
At 3rd level, you become adept at using your physique to add a certain persuasiveness to your words. You gain proficiency in Persuasion and Intimidation checks, if you do not already have it. When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you can add your Strength modifier to the roll.
Guerilla Warfare
6th-level Lord of the Mountain feature
Starting at 6th level, you are able to lead effective ambushes by drawing attention. While a hostile creature can see you, allies within 30 feet of you have advantage on Dexterity (Stealth) checks to hide. A hidden ally that performs a ranged attack against a surprised creature does not lose the benefits of being hidden, and is still considered an unseen attacker until they attack an enemy that is not surprised.
As a bonus action on your turn, you can make the call to retreat. Allies within 60 feet who take the disengage action before the start of your next turn can move 10 feet as part of the same action.
Inspiring Presence
10th-level Lord of the Mountain feature
You lead your allies from the front, inspiring them to fight harder and to never give up. Beginning at level 11, when you enter your rage you let out a primal roar to bolster your allies. Choose up to five allies that you can see and who can hear you.
Until your rage ends, these allies gain a bonus to their damage rolls equal to your rage damage bonus, and they have advantage on death saving throws. If a targeted ally that you can see is stable with 0 hit points, you can use your action to call on them by name to stand up and continue fighting. The ally regains 1 hit point and is no longer unconscious. If they have unused hit dice, they can use their reaction to spend one at this time.
Lord of the Mountain
14th-level Lord of the Mountain feature
At 14th level, your Charisma score increases by 2, and your maximum for that score is now 22. The number of allies you can target with your Inspiring Presence feature is increased by a number equal to your Charisma modifier (minimum of 1).
While raging, if you kill a creature you gain a number of temporary hit points equal to your charisma modifier plus the number of allies affected by your inspiring presence feature.
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