Barbarian
Base Class: Barbarian

Legend says that when the world was very young the tribes of the Northern Summit were given a sacred charge. Somewhere deep within a great mountain, lies a source of great power, crucial to the well being of all humanity. The tribes were tasked to act as guardians of this artifact. They have shaped their way of life in observance of this power and fulfilling their sacred duty.

Steeped in mystery and tradition, these people refer to themselves as the "Children of the Mountain,". To better protect their lands from outside forces, they adopted a nomadic lifestyle, frequently moving within the confines of the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magics and complex machinery, as they believe these things can only weaken their resolve developed over so many years.

The Children of the Mountain have developed a kinship with the land and have learned to harness the primal energies within nature to enhance their own substantial physical prowess.  Although some trade with these curious bands of nomads, they do so only along the outermost borders of their lands. All intrusions into the territory surrounding mountain are forbidden, and warriors from the northern tribes are quick to thwart any incursions. Every foreign attempt at conquest has been met with fierce and decisive resistance.

An account of one skirmish recounts how hordes of tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs and their faces howling as they charged like the fierce mountain winds, the tribesmen descended on the invaders. Fully half of the trespassing army immediately dropped their weapons and fled, the remainder were set upon by the Northmen with fervor that none of the battle-hardened invaders had ever witnessed. No mercy was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either… at least none that could be observed.

Battle Command

Starting when you choose this path at 3rd level, you can use the ferocity of your inner soul to give Battle Commands to others when you rage.  While raging, you can use the mighty boom of your voice to influence those around you. You can channel your inner spirit to shout instruction to your allies, or maledictions to your enemies as a bonus action on each of your turns. A Barbarian Warcaller can mold the tide of battle into their favor by a cacophony of shouts, howls, and cries.


 

Spirit Charges.  You have a number of Spirit charges equal to your Rage Damage bonus plus your Charisma modifier.  A Spirit charge is expended when you use Battle Commands.  You regain all of your expended Spirit charges when you finish a short or long rest.

Saving Throws. Some of your Battle Commands require your target to make a saving throw to resist the shout's effects. The saving throw DC is calculated as follows:

Battle Command save DC = 8 + your proficiency bonus + your Charisma modifier

 

Battle Commands

The Battle Commands are presented in the order in which they are unlocked.

 Level 3

  • Howl - As a bonus action while raging, you cut loose with a bone-chilling howl .  All hostile creatures within 10 feet that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.  If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. 
  • Taunt - As a bonus action while raging, you can goad a single target within 60 feet of you by using a combination of rude gibes and gestures into fighting you exclusively.  If the creature can see and hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be provoked by you until the end of your next turn.  While provoked, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw if it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.  Creatures with an intelligence of 3 or less are immune to this ability.

  • Shout - As a bonus action while raging, you can coerce your allies to focus on defense in the heat of battle.  Choose a number of creatures, up to your Charisma modifier, within 20 feet of you that can hear you, the chosen allies gain a bonus to AC equal to your rage damage bonus until the end of your next turn.

    Level 6

  • Battle Cry - As a bonus action while raging, you let loose with a bloodcurdling yell.  All hostile creatures within 20 feet who can hear you  must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or suffer a -4 AC penalty until the end of your next turn.
  • Orders - As a bonus action while raging, you bark out orders to your allies in combat, advising them on how to overcome their foes.  Choose a number of creatures, up to your Charisma modifier, within 30 feet of you that can hear you, the chosen allies gain a +2 bonus to their attack rolls until the end of your next turn.

Level 10

  • Command - As a bonus action while raging, you call out to the helpful spirits of warriors long deceased to aid one creature in their endeavors within the next 10 minutes. 
    Choose one creature within 30 feet, that creature gains advantage on a number of upcoming D20 rolls equal to your Charisma modifier +1.  

Level 14

  • Warcry - As an action while raging, you bellow forth an ear-shattering yell that damages and disorients foes within 20 feet of you to point where the intensity and volume of the Warcry is physically painful to them.  Each hostile creature in the area of effect must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier).  On a failed save, the creature takes 5d10 Thunder damage and is stunned until the end of your next turn.  On a successful save, the creature takes half as much damage and isn't stunned. 

 

There are three Battle Commands that can give bonuses to yourself and other members of your Party. Shout increases Defense. Battle Orders, a party favorite, increases the attack bonus of the Warcaller and his party members. Command gives one creature advantage on all D20 rolls. These three Battle Commands can also be stacked, or active on yourself and party members at the same time. 

Different defensive Battle Commands can be stacked, but only one offensive Battle Command can be used on a creature at a time. If you use Taunt, Howl, and Warcry, the last one cast will be the one that is active on the creature.

You know the Thaumaturgy cantrip. Charisma is your spellcasting ability for it.

Reverberating Spirit

Beginning at 6th level, whenever you use Battle Commands while raging, your bellows are so powerful, they can be heard throughout the spirits of creatures, touching their souls. Creatures no longer need to be able to hear you within the ranges of your Battle Commands to become affected by them.

Resounding Rage

Beginning at 10th level whenever you enter a rage, you can use a Battle Command as part of the same bonus action.  Using a Battle Command in this way does not expend Spirit.

Rally the Fallen

Starting at 14th level, you can temporarily revive unconscious allies to continue fighting. While raging, you may use a bonus action to rally up to 3 unconscious willing creatures within 60 feet, causing them to return to 1 hit point.

You may extend the rallying song on each of your turns by using a bonus action to do so. While the rallying song remains active, any time the affected creatures would drop to 0 hit points they instead remain at 1 hit point. The rallying song ends on an affected creature when your rage ends, when the creature regains hitpoints, or at the end of your turn if you did not begin or extend the song on that turn. When the rallying song ends, each affected creature immediately drops to 0 hit points.

Once used, this feature may not be used again until after a long rest.

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