Base Class: Barbarian
Voice of Power Barbarians are truly a force to be reckoned with. They have reached within their soul and connected with their spirit in a way few mortals can achieve to give their words some semblance of magical power. These tribal warriors use mighty battlecries to empower themselves and their allies, and hinder their enemies.
Warcrier
Starting when you choose this path at 3rd level, you have learned to use your voice to channel spiritual energy to empower you and your allies, as well as vex your foes. You may choose three Battlecries from the list below. These Battlecries are effects which trigger when you enter rage, and you may choose which one you want to use each time you enter rage, but you may not use the same Battlecry again before you finish a short or long rest. You gain an additional Battlecry at 6th, 10th, and 14th level
Battle Cries:
Inspiring Command: When you enter rage, one friendly creature of your choosing who can hear you receives Inspiration.
Menacing Roar: When you enter rage, all enemy creatures within a 20 foot radius circle centered on you that can hear you must make a Charisma saving throw against your Charisma (Intimidation) check or be frightened of you until the start of your next turn.
Fly, You Fools!: When you enter rage, up to six friendly creatures that can hear you receive an additional 15 feet of movement per turn for 1 minute. Additionally, your movement speed is reduced to 0 and you gain +2 armor class until the start of your next turn.
Strength Beyond Strength: When you enter rage, your Strength score increases by +2 and you roll an additional damage die for each weapon attack you make a successful hit on. However, when your rage ends, you suffer one point of exhaustion due to extreme physical exertion.
Undeniable Challenge: When you enter rage, one enemy creature of your choice gains disadvantage on attack rolls against creatures that aren't you for the duration of your rage. If this creature dies before your rage ends, you may use your reaction to issue another challenge to a different target.
Earsplitting Scream: When you enter rage, each creature within a 25 foot cone emanating from you that can hear you must make a Wisdom saving throw against your Charisma (Intimidation) check or take 3d8 psychic damage.
Word of Encouragement: When you enter rage, each friendly creature with 5 feet of you that can hear you receives advantage on all attack rolls and ability checks until the end of their next turn.
Mundane Mutterance: When you enter rage, all magical effects on each creature within a 15 foot cone emanating from you are dispelled if they are not being concentrated on. If they are being concentrated on, the caster(s) must make a Concentration check against your Charisma (Intimidation) check. If you win, the effect is dispelled.
Thunderous Outburst: When you enter rage, all enemy creatures within 5 feet of you that can hear you must make a Constitution saving throw against your Charisma (Intimidation) check or be deafened for 1 minute and stunned until the start of their next turn.
Cry of Freedom: When you enter rage, if you are Grappled or Restrained by a creature of your size or smaller, the effect ends as if you successfully escaped. Additionally, you may act as if under the effects of the Freedom of Movement spell for the duration of your rage.
Call to Arms: When you enter rage, you and up to six friendly creatures of your choosing that can hear you receive an additional +2 bonus to hit on weapon attacks they make for the duration of your rage.
Tribal Chants
Starting at 6th level, you have learned the ancient tradition of warchants. Choose one Tribal History from the list below. Each one gives you access to a different array of spells, plus all Tribal Histories gain access to the Magic Circle Spell. You may only cast these spells as rituals and they require only verbal components for you. If the spell previously required concentration, if does not require you to concentrate beyond the ritual casting. Charisma is your spellcasting modifier for these spells.
All Tribal Histories: Magic Circle
Warlike: Magic Weapon (As a 4th level spell), Mass Protection From Evil and Good, Mass Protection From Energy
Peaceful: Mage Armor (Self only. Include your Constitution modifier as you normally would with Unarmored Defense.), Mass Cure Wounds, Greater Restoration
Threatening Soul
Starting at 10th level your spirit has become such an imposing presence that you can threaten the very soul of other creatures and resist the enchantments and intimidation of your enemies. In combat, you may use your Bonus action to force one hostile creature within 10 feet of you to make a Charisma saving throw against your Charisma (Intimidation) check. If you succeed, treat your next weapon attack that hits that creature on this turn as a critical hit. You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a long rest. Additionally, you gain proficiency in Charisma saving throws and advantage on all saving throws against being Charmed or Frightened.
Words of Power
Starting at 14th level you have mastered your spiritual talent to the point where you can utter a single word of incredible power. Your Tribal History gives you access to two non-ritual spells which you may cast as many times as you like, even while raging. However, you immediately suffer two levels of exhaustion each time you cast them.
All Tribal Histories: Power Word Stun
Warlike: Power Word Kill
Peaceful: Power Word Heal
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