Base Class: Barbarian
Warlords lead the charge, when they go to war those that follow them are empowered by their presence on the battlefield.
Inspiring Rage
At 3rd level when you follow this Path those that follow you into battle are inspired by your fervor. Whenever you Rage you can choose a number of creatures within 15 feet of you equal to your Charisma modifier (minimum 1). Those creatures gain a bonus to damage with melee weapons equal to half your proficiency bonus (rounded down) and any bludgeoning, piercing or slashing damage they receive is reduced by your proficiency bonus.
Psychological Warfare
At 3rd level when you follow this Path not only do you know how to harm a creature physically but also mentally. The first time you hit a creature with a melee attack while Raging each turn, you can instill a sense of dread or doubt within the creature.
- Dread: You prey on the creature's fight-or-flight instincts. The creature must make a Wisdom saving throw; DC equals 8+ your proficiency bonus + your Strength modifier. On a fail, the creature becomes frightened of you for 1 minute and must immediately use its reaction to Dash away from you; not provoking an opportunity attack from you but any hostiles it may pass can make such an attack; repeating the saving throw at the end of each of its turns. On a success the creature becomes immune to this effect until they are below a third of their maximum hit points.
- Doubt: You prey on the creatures insecurities in combat. The creature must make a Wisdom saving throw; DC equals 8+ your proficiency bonus + your Charisma modifier. On a fail, the creature has disadvantage on weapon attacks until it hits with a weapon attack, repeating the save at the start of its turns. On a success or when it hits with a weapon attack, it becomes immune to this effect until it misses another weapon attack.
Commanding Shout
At 6th level you can rile your comrades to strike with the might you wield. As a Bonus Action while Raging you can issue an order to one creature that can hear you within 30 feet of you. That creature can then use its reaction to move its full movement speed, which does not provoke oppertunity attacks, and make one melee attack against a creature; if the creature cannot reach a target to make a melee attack if it has a melee weapon in hand it can throw it as if it had a range of 30/60 and must make an attack as part of this reaction. On a hit, the attack deals the normal weapons damage + your Strength modifier + your Charisma modifier; if either modifier would be higher than yours, the creature can use its own modifier instead.
You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all uses whenever you finish a long rest.
Cohesive Unit
At 10th level whenever a creature affected by your Inspiring Rage or the creature affected by your Commanding Shout reduces a creature to 0hp, you and that creature gain temporary hit points equal to your Charisma modifier + your proficiency bonus; they remain for both of you until your Rage ends.
Additionally, whenever you reduce a creature to 0hp, any allies within 15 feet of you gain temporary hit points equal to your Charisma modifier until your Rage ends. Additionally the next melee attack made by the creatures that received temporary hit points from your kill has advantage.
Nobody Left Behind
At 14th level your bond with your unit is unmatched, those that break your unit will themselves be broken. Whenever an ally you can see falls unconscious you can expend a use of your Rage to enter a Vigilant Rage as your reaction. While in this Vigilant Rage you gain the benefits of your normal Rage plus the following benefits:
- Your movement speed increases by 10 feet.
- Entering or exiting a creatures hostile's melee range does not provoke attacks of opportunity.
- You can make a third attack whenever you take the Attack action on your turn.
- You have advantage on all attacks made against the creature that knocked out your ally.
- As a bonus action on your turn you can encourage your fallen ally back to consciousness; they can immediately make a death saving throw at advantage. If they roll a 10-14 they mark a success as normal. On a roll of 15 or higher they are returned to consciousness at 1hp and gain temporary hit points equal to double your Charisma modifier; if they rolled a 20 they also gain temporary hit points equal to double their Constitution modifier.
- You are considered Raging for the entire duration of the Vigilant Rage regardless of if you get hit or if you attack.
The Vigilant Rage ends whenever the ally that triggered the Vigilant Rage returns to consciousness or if you fall unconscious. Whenever Vigilant Rage ends and you are still conscious you can continue your normal Rage or drop it altogether.
Previous Versions
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6/9/2020 9:34:27 AM
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6/9/2020 9:36:09 AM
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Posted Aug 2, 2023of all the sub classes i saw for barbarian as lets face it totem warrior is kind of boring, this actually is kind of neat! i love the support abilities you have for this. i will be using this subclass in my game and would love to tell you have it goes.
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Posted Apr 21, 2022Maaaan this is one of the best subclasses i've ever seen. Cohesive and well balanced. Good job!!!