Barbarian
Base Class: Barbarian

Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents' attention away from more vulnerable members of their group. As they grow more experience, members of this path often take on roles as leaders or in other integral positions.

Roar of Defiance

Beginning at 3rd level, you can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your rage. Until the beginning of your next turn, each create of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesn't target you.

Running Leap

At 3rd level while you are raging, you can leap further. When making a standing long jump, you can leap a number of feet equal to your Strength score. A running start of 10 ft doubles this.

Lion's Glory

Starting at 6th level, when you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier. Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can't use this feature again until you finish a long rest.

Lion's Glory Damage Bonus Share

Starting at 6th level, when you enter your rage, you can choose a number of allies that you can see equal to your Charisma modifier. Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage damage bonus you gain from your table. Once used, you can't use this feature again until you finish a long rest.

Resonant Bellow

At 10th level, your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 fee of you who can hear you. Each create that ceases to be frightened gains 1d12 + your Charisma modifier temporary hit points for 1 hour. Once used, you can't use this feature again until you finish as short or long rest.

Victorious Roar

At 14th level, you exult in your victories. when you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One create you can see within 30 feet of you must make a wisdom saving throw with a DC equality to 8 + proficiency bonus + Charisma modifier. On a failure, the create takes psychic damage equal your barbarian level and is frightened until the end of its next turn. On a success it takes half the damage and isn't frightened.

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