Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Chanter are warriors who utter ancient songs, known as Battle Chants, in combat to strengthen themselves, allies, or cause harm to their enemies. 

Level 3: War Chants

When you choose this Path at 3rd level, you gain access to a variety of War Chants, ancient songs that you sing in battle to give you and your allies extra abilities, or cause harm to those who oppose you. You choose a number of these Chants equal to half your Barbarian level (rounded up), and can change which Chants you can sing each time you gain a Barbarian level. As an action can sing one of them for 5 minutes (or until you can't speak or if you choose to stop singing). During that time, you gain the benefits listed by the Chant. The Chants are:

Chant of Storms: Tendrils of lightning surround you and your allies. You and any allies within 20 feet of you now have resistance to lightning and thunder damage, and all attacks made with the weapon by any of them do an extra 1d8 plus Constitution lightning damage. This affect starts when they are within 20ft of you, but is still in affect if they move farther away.

Chant of Frost: The air chills, and frost rests on the ground around you. You and any allies within 20 feet of you now her resistance to cold damage, and all attacks made of the weapon do an extra 1d8 plus Constitution cold damage. This affects starts when they are within 20 feet of you, but it's still in effect if they move farther away.

Chant of Fear: Your voice becomes a symbol of fear, and it and intimidates enemies that directly threaten you. As you sing this chant, every turn all enemies within 15 ft of you must make a Constitution check against your Chant Save DC. On a fail they are frightened until your next turn. On a success nothing happens.

Chant of Light: Light emits from you in a burst of brightness. All creatures within 10 ft of you must make a Constitution check against your Chant save DC. A fail means they are blinded for a minute. A success means nothing happens. You emit bright light for 60 ft and dim light past that for another 60 ft.

Chant of Speed: All allies that can hear you sing gain new walking, flying, and swimming speeds equal to double their previous ones for the duration of the songs.

Chant of Strength: As you sing a surge of strength enters you and your allies. All allies within 30 ft if the song lose any exhaustion they have, and gain 6 temporary hit points. You can have only one Chant of Strength benefit at a time.

Chant of Power: As you sing, surge of power enters the battlefield. You and all allies within 60 ft of you you extra 1d8 of damage with melee attacks. This affect only applies to those within 60ft.

Chant of Death: As you chant a wave of gloominess and pain surrounds your enemies. Any enemies within 30 ft of you make a Constitution save equal to your Chant Save DC  at the start of each of their turns. On a fail they take 2d10 necrotic damage. On a success they take half as much damage.

Chant of Flight: As you start to sing, mystical wings sprout on any allies that are within their near you. You and any allies within 15 ft of you, when you start singing, gain a flying speed equal to their walking speed. They keep these wings as long as they can hear you or until the 5 minutes ends.

You can sing one of these Chants a number of times equal to your Constitution modifier, and regain all expended uses after a short or long rest.

Early song

If you sing a Chant as an action on your first turn, all effects are doubled for that Chant (so the Chant of Light emits bright light for 120ft, Chants of Storms and Frost range 60t and add 2d8 damage, the Chant of Death does 4d10 each turn, etc). 

Singer of War

When singing in combat, you absorb the ancient power of your Chanta, and your skills are heightened. All abilities gain a temporary +2 to them (this increases the added number when rolled and things like your Passive Perception)

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