Barbarian
Base Class: Barbarian

Some barbarians are great leaders and warriors of their tribes. They have more commanding, powerful presences and shouts. They are not only concerned about their own strength and survival, but also that of the tribe.

This subclass is a Quixotic-Dragon production.

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War Cry

When you choose this archetype at 3rd level, you learn shouts and chants that are fueled by special dice called fury dice.

War Cries. You learn three war cries of your choice, which are detailed under "War Cries" below. You can only use one war cry
at a time.

You learn two additional war cries of your choice at 6th, 10th, and 14th level. Each time you learn new war cries, you can also replace one war cry you know with a different one.

Fury Dice. You have four fury dice, which are d6s. A fury die is expended when you use it. You regain all of your expended fury dice when you finish a short or long rest.

You gain another fury die at 6th level and one more at 14th level.

Saving Throws. Many of your war cries require your target to make a saving throw to resist the cry's effects. The saving throw DC is calculated as follows:

War Cry save DC = 8 + your proficiency bonus + your Strength or Constitution modifier (your choice)

Battle Command

As an action, you can expend one fury die to grant the ability to do a skill check as a bonus action to all allies within 15 feet. If this is a Charisma check, both parties must be within range of your shout, otherwise the skill check takes as long as normal for that round. This effect lasts for a number of rounds equal to either your Strength or Constitution modifier or until you use another cry.

Battle Cry

As an action, you can expend one fury die to bolster your allies' attacks. You roll the superiority die and all allies within 15 feet gain a bonus to their attacks equal to the number rolled for a number of rounds equal to either your Strength or Constitution modifier or until you use another cry.

Battle Orders

As an action, you can expend one fury die to reinvigorate your allies. All allies within 15 feet gain temporary HP equal to the number rolled on your fury die, and do not expend resources on actions used until the beginning of your next turn, but the temporary HP lasts until the end of the encounter.

Belted Kill Call

As an action, you can expend one fury die to make a command your allies' attacks. You roll the fury die and all allies within 15 feet gain a bonus to the damage of their attacks equal to the number rolled for a number of rounds equal to your Strength or Constitution modifier or until you use another cry. During this time all those affected can't make nonlethal strikes unless they pass a Wisdom saving throw against your maneuver save DC.

Devilish Growl

As an action you can expend one fury die to intimidate your allies into redoubling their efforts, granting all allies within 15 feet advantage on their next d20 roll for a skill, attack, or saving throw until the beginning of your next turn.

Disorienting Screech

As an action you can expend one fury die to induce motion sickness in your enemies. All enemies within 15 feet must make a Constitution saving throw. On a failed save they treat the ground as difficult terrain for the duration. On a successful one they are unaffected for the remainder of the encounter. This effect lasts for a number of rounds equal to your Strength or Constitution modifier or until you use another shout.

Formation Whistle

As an action you can expend one fury die to inspire your allies and compel them to move towards you or away from each other, granting all allies within 15 feet a free half movement on your turn that does not provoke attacks of opportunity. This movement must be towards you if you called for it or away from the nearest party member if you call for it. This movement cannot cause self harm in any way. If the ally refuses they may make a Wisdom saving throw against your warcry DC.

Maneuvering Cohesion

As an action you can expend one fury die to threaten your allies and compel them to advance upon the enemy, granting all allies within 15 feet a free half movement on your turn that does not provoke attacks of opportunity. This movement must be towards a hostile creature. If the ally refuses they may make a Wisdom saving throw against your War Cry DC.

Menacing Howl

As an action, you can expend one fury die to terrify your enemies. All enemies within 15 feet of you must make a Wisdom saving throw against your War Cry DC or be frightened of you for a number of rounds equal to your Strength or Constitution modifier or until you use another cry.

Quickening Wail

As an action you can expend one fury die compel your allies to move faster. All allies within 15 feet are granted 10 extra feet of movement and a extra bonus action that must be used within the amount of rounds equal to your Strength or Constitution modifier. During this same time you keep the 10 feet of movement or until another war cry is used.

Raging Chant

As an action you can expend one fury die to incite blind rage in your enemies, this chant causes all enemies within 15 feet to make a Wisdom saving throw. On a failed save they attack their own for the round. On a successful one they are unaffected for the remainder of the encounter. This chant can be channeled using a bonus action for a number of rounds equal to your Strength or Constitution modifier or until you use another shout.

Retreating Chirp

As an action you can expend one fury die to inspire your allies and compel them to retreat, granting all allies within 15 feet a free half movement on your turn that does not provoke attacks of opportunity. This movement cannot cause
self harm in any way. If the ally refuses they may make a Wisdom
save against your War Cry DC.

Stunning Bark

As an action, you can expend one fury die to cause your enemies to stop in their tracks. All enemies within 15 feet of you must make a Wisdom saving throw or be stunned until the beginning of your next turn.

Taunt

As an action, you can expend one fury die to goad your enemies. All enemies within 15 feet of you must make a Wisdom saving throw or have disadvantage on all attack rolls against targets other than you for a number of rounds equal to your Strength or Constitution modifier or until you use another cry.

Unsettling Chant

As an action you can expend one fury die to distract your enemies, granting all enemies within 15 feet disadvantage on their next d20 roll for a skill, attack,or saving throw this can be channeled using bonus action for a number of rounds equal to your Strength or Constitution modifier or until you use another shout.

Warding Shout

As an action, you can expend one fury die to warn your allies of danger. You and all allies within 15 feet of you can add the number rolled to their AC for a number of rounds equal to half your Strength or Constitution modifier or until you use another shout.

Leap

Starting at 6th level, your jump distance is quadrupled. Additionally, if you make such a leap in combat, as long as you are leaping within range of another enemy, you do not provoke opportunity attacks from the enemy whose range you left.

Improved War Cries

At 10th level, your fury dice turn into d8s, and your war cries's ranges double.

Whirlwind Attack

Starting at 14th level, while raging, you can move up to your movement speed in a tornado of blades. You can move freely through other creatures' spaces during this attack without provoking opportunity attacks. Each creature whose space you move through must make a Dexterity saving throw (DC 8 + your attack bonus with your weapon) for each time you entered their square, and takes damage equal to one hit from your weapon on a failed save. On a successful save, they still take half damage. Your weapon attacks with this ability count as magical for the purposes of overcoming resistances, and you can use this ability once per rage.

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