Base Class: Barbarian
War drummers are barbarians that magically channel their rage through the heavy war drums they carry. They set up these drums in the midst of battles and stand strong, beating out powerful rhythms like rolling thunder that help them influence the flow of combat, pushing allies into a furor and intimidating enemies
War Drum
At 3rd level, you learn to manifest your spirit and passion in the form of a large war drum. You gain proficiency with drums.
As a bonus action or when you enter your rage, you can conjure your war drum on the ground in an unoccupied space within 5 feet of you. The drum is a Medium object that is only corporeal to you and can be played with unarmed strikes or bludgeoning weapons while you are within reach and not incapacitated, prone, or restrained.
You have a War Drummer save DC equal to 8 + your proficiency bonus + your Strength modifier.
Rhythm Of Aggression
Also at 3rd level, you learn to channel your rage into an aggressive rhythm. While raging and in melee range of your war drum, you can use a bonus action to beat a rhythm and create a magical aura that lasts until the end of your next turn. The aura extends 30 feet from the drum in every direction, ignoring cover, and ends early if you move out of reach of the drum or become incapacitated, prone, or restrained.
Friendly creatures in the aura increase their speed by 5 feet, have advantage on Charisma (Intimidation) checks, and once per turn they can add your Rage Damage bonus to any damage they deal with spells or weapon attacks (if they do not already gain it from their own class). Hostile creatures in the aura have their speed reduced by 5 feet. Creatures who cannot hear the drum are unaffected by it.
Your rage doesn’t end early if you have used this feature since your last turn
Thunderous Boom
At 6th level, you can use an action while raging to strike your war drum with such force that it emits a damaging shockwave. Creatures of your choice within 30 feet of the drum must make a Constitution saving throw against your War Drummer save DC. On a failed save, a creature takes 2d12 thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The boom is audible out to 300 feet.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
The boom’s damage increases when you reach certain levels in this class, increasing to 3d12 at 9th level, 4d12 at 13th level, and 5d12 at 17th level.
Explosive Rhythm
At 10th level, whenever a friendly creature in your Rhythm of Aggression aura rolls the highest result on a damage die, they can roll that die again and add the results together. Only one additional die may be rolled in this way. For example, a player rolls an 8 on a d8, then rolls it again and gets a 5 for a total of 13 plus any other modifiers.
The Big Beat
At 14th level, your rage has become so strong that you can use your war drum as a weapon. Once per rage, you can use your action to grab your war drum make a melee weapon attack with it against a creature in range. On a hit, the target takes 6d12 bludgeoning damage and must succeed on a Constitution saving throw against your War Drummer save DC or be stunned until the end of their next turn. The war drum is then placed on the ground in an unoccupied space within 5 feet of you.
Comments