Barbarian
Base Class: Barbarian

The mightiest leaders command not only by their personal displays of strength, but also inspire their comrades to go beyond their limits to win against impossible odds. The Path of the Inspirator is a path of sustained momentum, and channeling your strength to your allies so it may come back to you. After all, the finest armies are all stronger together.

Aura of Inspiration

Aura of Inspiration

Starting when you choose this path at 3rd level, a soft golden glow envelopes you when you rage. This aura extends 10ft from you in every direction, but not through total cover.

While you're raging, you and any allies in your aura regain 1d6 + CHA hit points on the start of your turn, as long as you have connected with an attack during the prior round. This includes attacks of opportunity and reaction attacks. If you do not successfully hit an attack during the prior round, this effect will not take place.

When you take certain levels in this class, you can increase the amount of hit points restored by more: 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

 

Indefatigable Soul

Beginning at 6th level, your inspirational soul makes you stronger than any mortal. You gain immunity to being blinded, deafened, frightened, paralyzed, or poisoned, and magical sleep, whether or not your aura is active.  In addition, you have advantage for saving throws against effects that would stun, restrain, or petrify you.

 

Domineering Heart

At 10th level, your heroic presence can begin to overwhelm your enemy's resolve. Once per turn, when you land an attack roll, you can forgo your damage roll to attempt to stun your foe instead. They must make a Constitution Saving Throw to avoid being stunned until the end of their next turn. The DC for this is 8 + your proficiency bonus + your Charisma Modifier. 

 

Undying Heroics

At 14th level, your commanding spirit becomes strong enough to carry your companions through even the most desperate of odds. At the start of each of your turns, all allies in your aura gain 1d6 temporary HP (to a maximum of 15HP), regardless of whether or not you connect with an attack the prior round. This HP lasts until depleted, as long as your allies remain inside your aura.

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