Barbarian
Base Class: Barbarian

Warlord, commander of barbarian horde and martial instructor to those less adept in combat. Focusing on leadership and unity of their wild mannered followers, the path of warlord is the path of wise use of strength and psychological domination of enemies. Warlord is the unwavering bulwark standing besides indomitable warriors, guiding them in battle to fully utilize their strength as a group.

"Battle was already won." Said old elf. "But then everything seemed to fall apart. Those barbarians, they were moving as solid units, they coordinated their movement." His voice was wavering as he recounted what horrors he had seen. "Then I saw them. Two lords, giving orders to those mindless beasts. And The beasts listened to them." He looked down to the battle field. "And no soldier dared to oppose them."

Warlords greatest assets are his multi purpose abilities that are weighted against series of furious attacks that other barbarians bring to the table. Having skills to support allies and frighten enemies, abilities to lead and protect, Warlord is the unlikely leader of adventurers who might be at odds with his nature as a barbarian warrior in exchange of well being of the party. There might be internal struggles for position as a leader,  but a warlord is used to serve under mightier leaders if that is for the best course to take.

 Warlords place in battle is in the center, center front, of the group, where his orders and buffs can reach as many allies as possible. As a tank type class, your job is to hold enemies and force them to fall back rather than advance. After all, fleeing enemy is easiest to slay, as wise men have said since beginning of time.

Concentrated Rage

At the third level, your character learns to concentrate his rage in to the task at hand once per battle, becoming capable of holding on your rage for longer. Your character will keep his rage even if he does not attack or take damage during the round.

Additionally during the concentrated rage, you throw Perception, Investigation, Insight, Survival and Acrobatics checks with advantage.

Martial Guidance

At level 3, your character obtains the ability to guide your allies in battle, granting you variety of orders to give during the battle. Giving orders spends your bonus action. You have 5 charges of orders you can give and you can recover 1 charge with short rest or all charges with long rest. Your orders have range of 40 feet.

Hold your ground; You order your ally to defend their position, granting them 1d4 + their constitution modifier increase in AC until the end of their next turn but they lose their movement for this duration. Your ally can choose to use dodge action as a reaction. If your target already has constitution modifier counted towards their AC, they won't gain modifier benefit.

Take front; You order your ally to move to the front lines, granting them 1d6 x 5 feet movement speed during your turn. This movement can only be spend in order to move towards enemies. Additionally they can use shove action as a reaction.

Retaliate; You order your ally to fight back, granting them attack during your turn against enemies who have struck them during previous round. This attack can only be used against enemies who have landed hit. As a reaction, they can switch weapon before striking or use cantrip spell attack instead of weapon/unarmed attack.

Retreat; You order your ally to create distance between him and enemies, granting 1d6 x 5 feet movement speed during your turn. This movement can only be spend in order to move away from enemies. Your ally can choose to use disengage as a reaction.

Regroup; You order your ally to move towards any ally in 30 feet range, granting your primary target 1d6 x 5 feet movement. If your primary target can reach secondary target they can choose to spend their reaction as a help action until end of their next turn or if they leave from 5 feet range of each other.

at level 10, you can give orders to two allies at once.

Commanding Presence

At level 6, your character gives off aura that bolsters the will of other members in party, granting them advantage on saving throws against abilities and spells that force your allies to commit actions, be frightened or charmed.
Aura has range of 30 feet.

 Additionally while raging, you can spend your bonus action to frighten single enemy on range of 15 feet. Targeted enemy rolls charisma saving throw against (8 + intimidation modifier). Upon fail, your target is frightened of you until start of your next turn.
Upon save, your target cannot be frightened by this ability.

Fury of War

At level 10,  Your character becomes capable of fending off attacks and spells directed at them with sheer might. While raging, you can use your bonus action in order to enter fury state, allowing you to brush off indirect attacks by rolling strength saving throw instead of dexterity saving throw against area of effect spells. Also you get to roll strength saving throw against opportunity attacks before comparing the attack roll against your armor class value. Enemies who lose attack roll against strength saving roll are pushed back by 5 feet and they take your strenght modifier as a bludgeoning damage. Up to one size larger enemies can be pushed back but size difference does not nullify damage.
 Fury state lasts for 2 turns and can be used 3 times, uses are restored after long rest.

Lord of War

At level 14, your mere presence is a statement of might. At start of combat, you can send out furious battle cry to bolster the will of your allies, granting them temporary hit points equal to 6d4 + your charisma modifier. This effect lasts for 1 minute. Two uses, restore uses with long rest.
 Additionally while raging, you can spend your action to send out intimidating howl that sends enemies into fearful retreat. Enemies in 10 feet radius of your character throw wisdom saving throw against (8 + intimidation modifier). On failed saving throw, enemies try to flee from you, throwing 2d4 x 5 feet movement.

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