Barbarian
Base Class: Barbarian

Whenever civilization leans towards oppression, or industry threatens to extinguish the surrounding countryside there are always those who resist. This resistance becomes the soul focus of those who walk the Path of Rebellion.

Bonus Proficiencies

Your passion is both persuasive and vigilant. Starting when you choose this path at 3rd level, You gain proficiency in the Persuasion and Insight skills. 

Rabble Rouser

Starting when you choose this path at 3rd level, when you go into a rage you may launch into an energetic and borderline incoherent rant against tyranny and oppression. Allies who can hear this have advantage on saves against being Charmed or Frightened. Additionally you and allies who can hear you gain temporary hit points equal to 1d4+their maximum number of hit dice.

Fury of the Masses

Beginning at 6th level, Your rage damage bonus is increased by one per ally you can see or hear within 60 ft. 

Common Cause

Beginning at 10th level, when you use your Rabble Rouser feature you can attempt to incite revolution within the ranks of your enemies by charming a humanoid who can see and hear you. When you do so, choose one humanoid that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the charmed creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight, more than 60 feet away from you, or if you or your allies take an offensive action against the target.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Inspiring Sacrifice

You have become a symbol for your allies, and should an ill fate befall you those you leave behind rally to your cause.

Starting at 14th level, when you are reduced to 0 hit points your allies gain advantage on their first action of each round so long as you remain unconscious. Additionally each of your allies may add your rage damage bonus to 1 melee attack each round. 

In the event you die permanently any ally present at the battle gains Inspiration any time they roll initiative so long as you remain dead.

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