Base Class: Barbarian
Among the vast array of Barbarian tribes and clans, great leaders come to power. These warlords come to notoriety in different ways. Gladiators are fierce, individual fighters who inspire those around them to follow. Battle Mages wield great magics that are far beyond what others around them can even comprehend. Envoys wield their diplomacy as an axe; persuading, deceiving, and intimidating foes to follow their path. Clan Chieftains have a knack for battlefield command, getting the best out of their troops regardless of the situation they find themselves in. All of them have a few things in common: they are fierce fighters and where they go, people follow.
Warrior’s Intuition
You practice at reading non-verbal communication has given you insight into when and where creatures will attack, Making you difficult to hit. While not wearing armor, your AC is 10+ your charisma modifier+ you dexterity modifier. You can wear a shield and gain this benefit. Your charisma modifier is also added to your initiative roll.
Leadership Archetype
At 3rd level, when you adopt this path, you choose a leadership archetype and gain its feature.
Battle Mage
You have access to two cantrips and one 1st level spell from the Sorcerer spell list which you can cast once per long rest. When you gain a level in this class, you may switch out one spell off you list for another off the same list. Charisma is your spell casting modifier.
Clan Chieftain
While you’re raging, allies within 10 feet of you have advantage on attack rolls. Your commanding presence on the battlefield makes those around you fight more fiercely.
Envoy
Practiced at social interactions and negations, you gain proficiency with deception and persuasion.
Gladiator
When you enter a rage, any hostile creature within 10 feet of you must make a Wisdom saving throw (DC 13+ your Charisma modifier) or be afraid of you for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gladiator's Presence for 24 hours.
Aspect of Leadership
At 6th level, you choose an aspect of leadership and gain its feature. You can choose the same archetype you selected at 3rd level or a different one.
Battle Mage
You gain access to one Sorcerer Cantrip and can chose a 1st, 2nd, and 3rd level spell off the Sorcerer Spell list and you can cast each of them once per long rest. When you gain a level in this class, you may switch out one spell off you list for another off the same list. Charisma is your spell casting modifier.
Clan Chieftain
You can use you bonus action to allow an ally to use their reaction to make an extra melee or ranged weapon attack, adding your charisma modifier to their attack and damage roll. You can use this ability a number of times equal to your proficiency modifier each long rest.
Envoy
You gain expertise in two Charisma skills in which you are already proficient.
Gladiator
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and cannot make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or effects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Drill Sergeant
You and your allies can gain the benefits of a short or long rest in half the normal time. You also gain the Inspiring Leader feat.
Leadership Form
At 14th level, you gain an additional magical benefit based on a Leadership Form. You may choose the same archetype as previous levels or a different one.
Battle Mage
You gain access to a Sorcerer Cantrip and can choose a 1st, 2nd, 3rd, 4th, and 5th level spell off the Sorcerer Spell list which you can cast each of them once per long rest. When you gain a level in this class, you may switch out one spell off you list for another off the same list. Charisma is you spell casting modifier.
Additionally, you can control your rage to cast and concentrate on spells while raging. Once the rage ends after this ability is used, you gain a point of exhaustion.
Clan Chieftain
While you are raging, you have a fierce rallying cry. Using a bonus action, up to 6 allies that can hear you, including yourself, gain 1d12 + (your barbarian level) hit points. Your allies may spend their reaction to move half their movement speed towards you without provoking an opportunity attack. You can use this ability once per short rest.
Envoy
You gain advantage on all charisma checks and expertise with one Charisma skill that you are already proficient in.
Gladiator
Your battle instincts have become so well honed that even being surrounded has little effect on you. You cannot be surprised and while raging, no attacks can be made with advantage against you.
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