Barbarian
Base Class: Barbarian

For some barbarian tribes, war is a way of life. These tribes roam the lands, obliterating anything that crosses their path, reveling in glorious combat. A barbarian following the Path of the War Chief has mastered the art of commanding in the chaos of battle, charging headfirst into the conflict while projecting their strength to lead their horde to victory.

War Chief's Command

At 3rd level when you choose the Path of the War Chief, you gain the ability to issue commands in the heat of battle. While you're raging, whenever you hit a hostile creature with an attack, you can issue a command to one or more allies as part of that attack. The commands are detailed below. You can only issue one command per attack.

"Move it!"  All allied creatures within 30ft of you can immediately use their reaction to move up to 15ft. If a creature is grappled, restrained, or have another effect that makes them unable to move, they can immediately make another saving throw against the effect, and gaining the benefits of the command afterwards. This movement does not trigger opportunity attacks.

"Hold the Line!" All allied creatures within 30ft of you that are below half of their maximum hit points immediately gains resistance to all bludgeoning, piercing and slashing damage until the beginning of your next turn. 

"Get up!" All allied creatures within 10ft of you that's at 0 hit points can immediate expend a hit dice to regain an amount of hit points equal to the result + their constitution modifier. They can also stand up from prone as part of this command (no action required).

"Take 'em down!" All allied creature within 10ft of you can immediately use their reaction to make an attack against the creature that you just attacked. 

You can use this feature an amount of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Thirst for Battle

At 6th level, you learn to stoke the burning need for bloodshed within others. You can spend 10 minutes to rally your allies, choosing up to 6 willing creatures within 30ft of you who can see or hear you. Each creature gains the benefit of a short rest, as well as advantage on their next initiative roll.

Once you use this feature, you cannot do so again until you finish a long rest.

Turn the Tide

Beginning at 10th level, you learn to inspire your allies with your decisive strikes. Whenever you land a critical hit with a melee attack, you can immediately issue a war chief's command without expending a use of that feature.

Absolute Authority

At 14th level, your will over your allies surpass any outside influence. When an allied creature within 30ft of you fails a saving throw that would lead them to being charmed, frightened, or incapacitated, you can use your reaction to make it a success instead. When an allied creature within 30ft of you would get reduced to 0 hit points, you can use your reaction and cause them to be reduced to 1 hit point instead.

Once a creature has benefitted from this feature, they cannot do so again until the end of their next long rest.

Path Of The War Chief Image

Comments

Posts Quoted:
Reply
Clear All Quotes