Barbarian
Base Class: Barbarian

All barbarians utilize their rage to fuel their own strength and ferocity in combat, but a barbarian that follows the Path of the Chieftain can also use their rage to aid their companions and rally their allies. Barbarians following this path are often the leaders of tribes and war bands, inspiring their fellow warriors as they dive headlong into battle with them. 

Barbarians who follow this path seek to come closer to the legendary kings of the past, who ruled the land with might and wisdom. When you pick this path, you follow the examples that were taught to you, through stories and worship of those mighty leaders. You may even be a descendant of them, seeking to mark your name on the land. Those who follow this path tend to have some behaviors related to those of rulers, which range from kindness to ruthlessness, and a talent to lead others.

 

Leap to Battle

At 3rd level, when you choose this path, your rage also bolsters your body and muscles. While raging when you make a Long Jump, or a High Jump, you don't need to move the 10 feet to gain their benefits.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score + your Raging Bonus.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier + your Raging Bonus.

Also when you make a leap, you gain advantage on your next attack roll, if you make it immediately after landing or during the jump.

War Cries

At 3rd level, you learn how to use your war cries to empower your allies or weaken your enemies. You may choose one war crie from the list below. When you decide to use a war cry, you take the according action and choose one of the options you know, that you want to take place.

Some of your War cries require your targets to make a saving throw to resist its effects. The saving throw DC is calculated as follows: War cries save DC = 8 + your proficiency bonus + your Charisma modifier. Every target must be able to hear and see you in order to be affected by your war cries, and all war cries originate from you.

You can use this feature a number of times equal your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest. You learn one new war cry at 6th level, 10th level, and another at 14th level.

Crumble at my Sight

As a bonus action, you perform a shout or action of pure brutality, forcing every hostile creature within 15 feet of you must make a Wisdom saving throw. If they fails, they become frightened of you for 1 minute. Any affected creature can repeat the Saving Throw at the end of each of its turns. If successful, the effect ends earlier.

For Honor, For Glory

You shout on the intent of dueling with your foe.  One creature that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your demand, be it fear or pride. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time 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.

The spell ends if you attack any other creature or if you cast a spell that targets one hostile creature other than the target. Also, if a creature friendly to you damages the target, casts a harmful spell on it,  or if you end your turn more than 30 feet away from the target, they may repeat the Saving Throw.

On my Mark

As an action you shout strategic commands for your allies, their chances to hit targets struck by you. Every allied creature within 15 feet of you may add your raging bonus to their attack rolls when targeting the creature that was last hit by you. This effect lasts until you end your rage.

On Your Knees

You know how to exploit your enemies every weak point with precise and brutal attacks. As a bonus action, whenever you hit with an attack, you may force the target to make a Wisdom saving throw. If it fails it becomes stunned until the end of your next round. 

Raise Defenses

As an action, you shot words of glory and inspiration. Any number of friendly creature that you choose within 10 feet of you gain temporary hit points equal your barbarian level. This hit points lasts until depleted or until the target finishes a short or long rest.

Show no Fear

When you enter on your rage, you become an unstoppable font of inspiration for your allies. Friendly creatures who are within 20 feet of you and that can hear you, have advantage on Saving Throws against being frightened and charmed, while your rage persists.

Tremble their Ground

As an action, every hostile creature within 15 feet of you must make a Wisdom saving throw. If they fail they become distressed and any attacks against it are made with advantage for 1 minute. Any affected creature can repeat the Saving Throw at the end of each of its turns. If successful, the effect ends.

Warrior Leader

Despite what your looks may be, or how the world perceives you, leadership is in your blood. Be it to repair weaponry for your band or to parley with kingdoms, you do not flinch even on the most daunting tasks of a true leader.

At 6th level, you become accustomed with parleying  with other leaders, thus granting you expertise with the persuasion (Charisma) skill. You also gain proficiency with the Smith’s tools, learning the ways to keep and improve your weaponry. While using your Smith’s tools, you may choose to expend one usage of your Rage to gain advantage on rolls that uses your Strength Modifier, and a bonus to any of your rolls with the tool equal to your Rage Damage.

Stoic Figure

Starting at 10th level, you gain resistance to diseases, and while raging the barbarian also gains resistance to acid, cold, fire, lightning, poison, and thunder damage.

Inspired Ferocity

Beginning at 14th level your raging brutality pulses even stronger, exposing your foe's weaknesses.

Your attacks now score critical hits on rolls of 19, and 20, and in addition to that, when a friendly creature who can see you scoring a critical hit, may use their reaction to make a follow up attack against the same target.

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