Barbarian
Base Class: Barbarian

The Path of the Alpha was forged by Barbarians who learned to master their inner rage to be focused through their fighting force, as well as show the ability to lead by example, making them very influential leaders among notable civilizations, villages and clans.

An Alpha is a leader of the pack, a leader of the people and many times the courageous voice of the party. Some Alphas find true potential in those around them and can even bring forth a Beta to bolster the strength of the party. Make no mistake however, Alphas are as dangerous as any barbarian in the heat of combat and relies deeply on their very emotion to give themselves and their comrades the strength to dominate anything before them, be it a group of disgruntled goblins or the very might of an Ancient Dragon.

Heart of the People

Starting at 3rd Level when you choose this path, you gain proficiency in the Persuasion Skill if you don't already have it. When you make a Charisma check against a Creature who is the same Creature Type as you, you make the Charisma Check with Advantage.

As well, your Charisma Modifier is added to your Unarmored Defense instead of your Dexterity.

Alpha Focus

Starting at 3rd Level of this path, you can channel your very willpower to bolster your allies, be it a courageous command to action or an inspiring roar of strength and vigor. While you are raging you may use an action to give 2 other friendly creatures within 30ft of you one of the following benefits:

  • Allies gain a bonus to all attack rolls equal to half your Strength Modifier. ( Rounded Down)
  • Allies gain Temporary Hit Points equal to your Barbarian Level + Your Charisma Modifier.
  • Allies gain a Bonus to AC equal to half of your proficiency bonus. (Rounded Down)

On subsequent turns, you can use your action to add an additional benefit of Alpha Focus to the 2 friendly targets currently benefiting from the Alpha Focus. The same benefit from this feature cannot stack. A creature effected by Alpha Focus cannot be targeted by the effect of another Alpha Focus from a different source. The benefits you grant to a creature with this feature last for as long as you are raging. If a targeted creature should be more than 30ft of you while Alpha Focus is active, the creature is still targeted by Alpha Focus but does not retain the benefits until they are back within 30ft of you while you are raging. Temp HP that was lost as a result of this does not return.

Your rage does not end early at the end of your turn if you haven't attacked a hostile creature since your last turn or taken damage since then if you took this action on this turn.

Will of the Pack

Beginning at 6th level, whenever an allied creature effected by your Alpha Focus should land a critical hit on an enemy creature or kill an enemy creature with an attack, you can use your reaction to move up to half your move speed as well as make a weapon attack against an enemy creature as part of your reaction. This attack is treated as an Opportunity Attack.

Mark of the Beta

Starting at 10th level, your abilities as an Alpha is able to enhance a trusted comrade to rise to your potential. You can target 1 Ally Humanoid or Beast and prepare a ritual for the next 4 hours. When the 4 hours are complete, the target creature is marked as a Beta. Only 1 ally creature can be marked as a Beta at a time. Should you mark a new creature with this feature, the previous creature loses its mark.

When you are within 10ft of the Beta, both of you gain a +2 Bonus to Saving Throws as long you are both conscious. While you are raging, the Beta gains a bonus to attack damage rolls equal to your Rage Damage. When you target the Beta with your Alpha Focus their fighting prowess is amplified  even further by your ferocious will. When the Beta makes an attack roll and the die result is less than 10, they can take 10 as the result instead. The Beta can only use this ability once per turn as long as the benefits of Alpha Focus are active on the Beta.

Indestructible Resolve

Starting at 14th level, your Relentless Rage is enhanced. From now on you can only die as a result of being at 0hp, failing all death saving throws and from dying outright due to overwhelming damage.

Whenever you make a Constitution Saving Throw for the Relentless Rage feature, add your Charisma Modifier to the saving throw.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes