Base Class: Barbarian
Barbarian tribes are built of those who feed on rage and frenzy. Some guided by their spirit animals and others by the pure essence of rage itself, other barbarians choose to take up the mantle of leading others. Chieftains turn their rage into a drive to control battle, commanding others into the fray and using their anger to guide their strategies. Chieftains embolden their allies and in turn receive motivation when surrounded by their tribes and parties. Chieftains channel their rage into strategic prowess and use that prowess to dominate the battlefield.
Tribal Bond
A chieftain should always have his council, and his council respects their chieftain's strength. Beginning when you choose this path at 3rd level, you gain the ability to utilise the bond between a chieftain and his tribal allies. A chieftain may choose a number of tribe members equal to their Strength modifier. A chieftain may change their tribe members, but may only do so every 30 days. When in the presence of a tribe member, the chieftain has advantage on Intimidation ability checks, and advantage on saving throws against being magically charmed or dominated
Tribal Warfare
Beginning at 6th level, you can utilise your rage-fuelled combat prowess to inspire your tribesman. While raging, when you hit a creature with an attack, you can expend a use of Tribal Warfare and choose one of the following effects. You can use this feature a number of times equal to your Strength modifier ({{modifier:str}}), regaining expended uses after a long rest.
Chieftains Quarry. When you hit a creature, until the end of your next turn your tribe members add your Strength modifier to the damage of any weapon attacks they make against your quarry.
Rallying Strike. When you hit a creature, any tribe member within 15 feet of you that is suffering a condition may retake the saving throw they failed to remove the effect (if applicable).
Tribal Assault. When you hit a creature, one ally within weapon range or reach can use their reaction to make an attack.
Defend the Tribe. When you hit a creature, it has disadvantage on attacks against your tribe members until the end of its next turn.
Heart of the Tribe
At 10th level, you tap into the intrinsic bond between tribe members and bolster their abilities. While you are raging, tribe members have advantage on attack rolls against creatures within 5 feet of you.
Merciless Assault
At 14th level, the thrill of battle and the power of your rage seeps into nearby allies. Once per short or long rest, when you drop a creature to 0 hit points with a weapon attack while raging, all tribe members within 30 feet of you gain 1d12 + your Strength modifier temporary hit points, which last until your rage ends.
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Posted Jul 15, 2024+1 Bop