Barbarian
Base Class: Barbarian

Barbarians that follow the path of the warlord are beasts of the battlefield. unlike many of their kin, they have learned to keep their wits while using the full capability of their innate bloodlust and rage. they get results and command troops and armies alike with their presence and intellect. their strength and ferocity keep their troops in line as they lead from the front into the heart of the enemy. they are able to keep control of their troops through their strength, ferocity, and by example.

a warlord can be the great uniter of clans, becoming a regional power in a quest for blood, gold, and power. others find themselves as the powerful hammer used to deal with the enemy, swearing allegiance to a superior officer or ruler.

Concentrated Rage

At the third level, your character learns to concentrate his rage into the task at hand once per battle, becoming capable of holding on to your rage for longer. Your character can choose to enter a concentrated rage and will be able to keep his rage even if he does not attack or take damage during the round. you can only enter a concentrated rage once per long rest

Additionally, during the concentrated rage, you throw Perception, Investigation, Insight, Survival, and Acrobatics checks with advantage.

at lvl 14 you can do so twice

Battlefield Command

At level 3, your character obtains the ability to command its allies, granting you a variety of orders to give during the battle. Giving orders spends your bonus action. You have 4 charges of orders you can give and you can recover 1 charge with a short rest or all charges with long rest. Your orders have a range of 40 feet. 

  • Hold your ground; You order your ally to defend their position, granting them 1d4 + their Constitution modifier increase in AC until the end of their next turn but they lose their movement for this duration. If your target already has a constitution modifier counted towards their AC, they won't gain modifier benefit and instead can take the dodge action as a reaction.
  • Take front; You order your ally to move to the front lines, granting them half their movement speed during your turn. This movement can only be spent in order to move towards enemies. Additionally, they can use shove action as a reaction.
  • Retaliate; You order your ally to fight back, granting them an attack during your turn against enemies who have struck them during the previous round. This attack can only be used against enemies who have landed hit. As a reaction, they can switch weapons before striking or use a cantrip spell attack instead of a weapon/unarmed attack.
  • Retreat; You order your ally to create distance between him and enemies, granting Half their movement speed during your turn. This movement can only be spent in order to move away from enemies. Your ally can choose to use disengage as a reaction.

at level 10, you can give orders to two allies at once.

Stand Firm

At level 6,  Your character becomes capable of fending off attacks and spells directed at them with sheer might. While raging, you can use your reaction to brush off indirect attacks by rolling strength saving throw instead of dexterity saving throw against the area of effect spells. you can use this feature a number of times equal to your proficiency bonus. all charges replenish after a long rest

Absolute Command

At level 10, your character gives off an aura that bolsters the will of yourself and others.  those who follow by your side listen to you alone, unwilling to stand against you. you and all allies within your aura gain advantage on saving throws against abilities and spells that force you or your allies to commit actions, be frightened or charmed. the Aura has a range of 10 feet.

Lead By Example

At level 14, your mere presence is a statement of might. your commands are absolute, your feats and skills known and feared by both friend and foe. Allys within your aura will follow your lead and fight more ferociously.

  • if an ally lands a hit, the attack does an extra d6 damage of the respective damage type.
  • for each ally in your aura, you gain xd4+strength modifier temporary hit points at the end of your turn as you lead the charge. at the end of your turn, the temporary hitpoints are rerolled. you must take the new hitpoint total.
  • your aura extends by 10 feet

Previous Versions

Name Date Modified Views Adds Version Actions
12/20/2021 5:14:53 PM
4
0
1
Coming Soon
1/3/2022 1:38:44 AM
10
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes