Barbarian
Base Class: Barbarian

Followers of the Path of the Voice come upon their power often in the same way: enraged, they loose a scream, shout, or yell that echoes with power beyond their mortal means.

Design Notes

Honestly, when I first came up with this subclass, I was just inspired by the Berserker's Intimidating Presence feature. I envisioned a Barbarian that would let loose bloodcurdling screams and battle cries that would deal thunder damage and impose the frightened condition. However, as I worked on it, I thought of other shout ideas and realized I could make a Barbarian answer to the Arcane Archer Fighter archetype (that I made a revised version of; I can't link it and still publish it here but I'm really proud of it you should look into it). However, after a couple more shout options, I looked at the name of the Path and the options I had made and realized that I had basically just created a subclasses that used the Thu'um from Skyrim.

Oops.

Really, honestly, that was unintentional, but I will admit that I have doubled down on it a little, and some of the shout options were inspired by Skyrim shouts, but definitely not all of them (though I have been informed some are similar). Anyway, enjoy the subclass, and comment below if you end up playing it and what you think!

Bonus Proficiency

When you choose this Path at 3rd level, you gain proficiency in your choice of: intimidation, performance, or persuasion.

Intimidation

You gain proficiency in intimidation.

Performance

You gain proficiency in performance

Persuasion

You gain proficiency in persuasion.

Primal Shout

When you choose this path at 3rd level, you learn words of primal power that you can unleash, not powered by arcane or divine means but rather a scream that echoes into the binding magic of the world itself. You learn two such shouts when you take this subclass, and another at each of 6th,  10th, and 14th level in this class. As a bonus action during your rage, you can use one of your learned shouts. You can do this a number of times equal to your proficiency bonus plus one, and regain all expended uses when you finish a long rest. Additionally, when you enter your rage, you can use one of your shout options for free.

Your shout save DC is equal to 8 + your Proficiency bonus + your Constitution modifier.

Each shout option improves when you reach level 14 in this class.

Hard Words

Beginning at 6th level, your mastery of your voice extends even to outside the heat of battle. Whenever you make a Charisma check, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).

Prepared Speech

Starting at 6th level, your powerful voice is available more readily. Whenever you complete a short rest, you regain a number of uses of your Primal Shout equal to half your Constitution modifier, rounded up (minimum of 1).

Guarded Words

At 10th level, you learn to sculpt your voice in a way that shields your allies from its destructive power. When you use a shout option that forces creatures to make a saving throw, you can choose any number of those creatures to gain advantage on their roll. If any of those creatures succeed on their saving throws and would take half damage, they take no damage instead.

Shout Improvement

When you reach 14th level in this class, your training in the use of your shouts reaches its peak. Each of your Primal Shout options improves, as specified in the option's description.

Primal Shout Options

The Primal Shout feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.

If an option requires a saving throw, your Primal Shout save DC equals 8 + your proficiency bonus + your Constitution modifier.

Bolster

You yell in blind anger. When you use this option, whenever you roll damage for a melee weapon attack before the end of your next turn, you can reroll the attack's damage dice and use either total.

When you reach 14th level in this class, each of your allies that can hear you within 15 feet of you also gains this benefit for their first successful melee or ranged weapon attack before the end of your next turn.

Burst

You howl like the wind and your foes are blown away. When you use this option, each creature in a 15-foot cone originating from you must succeed on a Strength saving throw or take thunder damage equal to your Constitution modifier and be pushed up to 15 feet away from you.

When you reach 14th level in this class, the damage increases by 2d6 and creatures take half as much thunder damage if they succeed the saving throw.

Deafen

Your voice grows unbearably loud for those nearby. When you use this shout, each creature within 30 feet of you that can hear you must make a Constitution saving throw or take 2d8 thunder damage and be deafened until your rage ends. A creature that succeeds its saving throw takes half as much damage and is not deafened. A deafened creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.

When you reach 14th level in this class, the thunder damage increases to 3d8.

Enrage

You roar a cry of battle that enrages others. When you use this option, choose one creature you can see within 30 feet of you that can hear you. That creature must succeed on a Wisdom saving throw or be forced to use its reaction to make one weapon attack against a creature of your choice within range of its weapon. A creature immune to being charmed automatically succeeds on this saving throw, but a creature can choose to fail.

When you reach 14th level in this class, the creature makes its attack roll with advantage.

Fling

You throw your body forward, propelled by the sound of your voice. When you use this option, instantly move up to your speed in a straight line without provoking opportunity attacks. The first time you would enter the space of another creature or an object, your movement instead ends and it must make a Strength saving throw. On a failed save, it takes 1d6 bludgeoning damage for every 10 feet you travelled and it is knocked prone and pushed 5 feet away from you. On a successful save, it takes half as much damage and is neither knocked prone nor pushed. Regardless of if it passes its save, you take bludgeoning damage equal to the amount rolled.

When you reach 14th level in this class, you no longer take any damage from using this option.

Ignite

Your burning rage manifests when you scream. When you use this option, your weaponry is briefly set ablaze. Until the start of your next turn, your weapon attacks deal an extra 1d4 fire damage on a hit.

When you reach 14th level in this class you add your constitution modifier to the extra fire damage dealt.

Surge

Your soul wells up with energy that explodes forward as you unleash your shout. When you use this option, each creature in a line that is 30 feet long and 5 feet wide originating from you must make a Dexterity saving throw. A creature takes 4d4 radiant damage on a failed save, or half as much damage on a successful one. You also take radiant damage equal to half the amount rolled, which cannot be reduced or prevented in any way.

When you reach 14th level in this class, the damage increases to 8d4.

Terrify

Your shout instills fear in the hearts of your foes. When you use this shout, choose one creature you can see that can hear you within 60 feet of you. It must succeed on a Wisdom saving throw or become frightened of you until your rage ends. It can repeat the save at the end of each of its turns, ending the frightened condition on itself on a success. If its saving throw is successful (either against the initial effect or on a later turn), it takes 2d6 psychic damage and is immune to this shout option for 24 hours.

When you reach 14th level in this class, you can instead choose a number of creatures up to your Constitution modifier (minimum of one).

Weaken

Your shout drains the strength from those around you. When you use this option, each creature with 15 feet of you that can hear you must succeed on a Constitution saving throw or become weakened until the start of your next turn. Weakened creatures deal half damage with their weapon attacks.

When you reach 14th level in this class, creatures that fail their save also take 2d6 necrotic damage.

Previous Versions

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5/31/2022 8:05:45 AM
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