Barbarian
Base Class: Barbarian

Where other barbarians might rush into battle in mindless rage, the ones of glorious battle do so with intent and control. The path of glorious battle tells its warriors that battle is sacred and should be worshiped, it also explains that glory is found not just in battle but in decisions as well. By paying tribute to and respecting warriors past, one can find the glorious path and through it become a guiding light of inspiration. Barbarians that follow this path use their understanding of combat and ability to inspire to bolster their allies, in return destroying their adversaries. 

Warriors Understanding

Starting when you choose this path at 3rd level, you learn maneuvers that are fueled by special dice called warrior dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Warrior Dice. A warrior die is expended when you use it. Starting at level 3 with 4d8 which at level 7 increase to 5d8, at level 10 to 5d10, at level 15 to 6d10, and at level 18 to 6d12. You regain all of your expended warrior dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength

Maneuvers

Manuevers per Warriors Understanding

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one warrior die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one warrior die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the warrior die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one warrior die and make one attack against the creature, using that weapon. If the attack hits, add the warrior die to the weapon’s damage roll.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one warrior die. That creature can immediately use its reaction to make one weapon attack, adding the warrior die to the attack’s damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one warrior die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the warrior die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one warrior die to distract the creature, giving your allies an opening. You add the warrior die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one warrior die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one warrior die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the warrior die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one warrior die to attempt to goad the target into attacking you. You add the warrior die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one warrior die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the warrior die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one warrior die to increase your reach for that attack by 5 feet. If you hit, you add the warrior die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one warrior die to maneuver one of your comrades into a more advantageous position. You add the warrior die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one warrior die to attempt to frighten the target. You add the warrior die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one warrior die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one warrior die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one warrior die to attempt to drive the target back. You add the warrior die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one warrior die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the warrior die to the weapon’s damage roll.

Rally

On your turn, you can use a bonus action and expend one warrior die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the warrior die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one warrior die to make a melee weapon attack against the creature. If you hit, you add the warrior die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one warrior die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your warrior die. The damage is of the same type dealt by the original attack.

Trip Attack

When you hit a creature with a weapon attack, you can expend one warrior die to attempt to knock the target down. You add the warrior die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Gladitorial Glamour

Starting at 6th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Constitution modifier.

Your self-control also causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).

Battle Cry

At 10th level, your battle dominance is able to inspire others. As a bonus action, you unleash a battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Call to Glory

At 14th level, your ability to inspire others can keep them from being knocked-out. When a friendly creature is within 60 feet and can hear you falls unconscious, you can use your reaction to let out a call to glory. The creature regains 1 hit point, then roll a performance check and the creature gains the same amount of temporary hit points as the check. In addition, the creature gains Inspiration, meaning they can re-roll one d20 roll.

Once this feature has been used it cannot be used again until you finish a short rest.