Barbarian
Base Class: Barbarian

For centuries, the knowledge of powerful Battlecries have been passed down from generation to generation in certain tribes of barbarians. This knowledge is instilled in the finest warriors who can in moments of stress unleash these powers in a battlecry that can embolden the resolve of allies for a short time or strike fear into the hearts of those foolish enough to be close to one such warrior.

Ancestral Battlecry

When you use your bonus action to enter rage, you may let out a primal shout as a free action, expending one use of your Ancestral Battlecry ability, otherwise, it takes a bonus action to perform a battlecry. You can target a number of creatures, friendly or hostile, up to your proficiency bonus. You may only have one Ancestral Battlecry effect going at once. Performing another causes the effects of the first to end before the new effect takes place. 


When you perform a shout, select a number of targets that are within 10ft of you and can hear you. You can choose one of the following effects, each of which last for 1 minute, regardless of whether your rage ends early.

 

Bolstering Spirit: You call into existence the protective spirit of the elders in your tribe, empowering your allies and boosting their resolve. Each creature you select gains temporary hit points equal to your CHA Mod + Proficiency bonus.

 

Cry of Terror: The raw, primal power of your voice and powerful form is enough to unroot even the strongest willed courage. You can attempt to frighten enemy creatures. They must roll a Wisdom Saving Throw against a DC equal to 8 + your Intimidation skill. On a success nothing happens. On a failure, the creature is frightened of you for the duration of the Battlecry, repeating the save at the end of each of their turns. A creature that cannot hear you is unaffected.

 

Emboldening Shout: The strength of your will and the sheer power of your presence is enough to invigor and inspire your allies, knowing they have you at their side. Once in the next minute, each affected creature can choose to add 1d6 to any attack roll, ability check or saving throw they make, able to do so after they roll but before the result of the roll is known.

 

Nature's Wrath: Your connection to your ancestors takes hold of elemental spirits, calling their power forth to enhance your allies fighting power. Once per turn, each creature affected by this Ancestral Battlecry can deal an additional 1d6 Fire, cold, lightning or Thunder damage when making a weapon or unarmed attack. You choose the element type at the time of performing the Battlecry. This damage increases as you gain levels in this subclass. Becoming 1d8 at 6th, 1d10 at 10th, and 1d12 at 14th level.

 

Lore of the Ancestors

Upon reaching 6th level, you gain access to a variety of new shouts that you can call upon should the need arise.

 

Chant of Power: The feeling of strength that you give off has started to empower the bodies of your allies. All creatures affected by your Battlecry gain advantage on STR, DEX, CON saving throws for the duration.

 

Guardian's Bond: You know the spirits of your ancestors are watching over you, and you know you can channel some of that protective energy into your allies. You can use your reaction to half incoming damage on an ally who is under the effect of this Battlecry, though doing so causes you to take the other half of that damage. This damage cannot be reduced in any way.

 

Invigorating Song: Your empowered battlecry stimulates the body and causes its resolve to strengthen. At the end of each turn, targets regain a number of Hit Points equal to your CHA Mod. This effect no longer occurs if the creature loses consciousness.

 

Thundering Voice

When you reach 10th level in this subclass, the range of your Ancestral Battlecry ability increases to 20ft around you. You also gain access to two new options for this ability.

 

Armor of the Ancients: The elemental spirits linked to your ancestors are able to lend their protection towards you. Allies you affect gain resistance to either Fire, Cold, Lightning or Thunder damage. Any melee attacks made against your allies cause the attacker to take elemental damage equal to your CHA Mod on a successful hit. The element used is chosen when you perform the Battlecry.

 

Skin of Iron: Your shout bolsters the hardiness of your allies, granting each creature empowered by your Battlecry a bonus to Armor Class equal to half your CHA Mod rounded down.

 

Master War Chanter

Thanks to your continued contact with your ancestors, you feel that bond growing stronger and linking you with access to more powerful Battlecries. Upon reaching 14th level, you gain the following Battlecry options:

 

Steel Will: You are able to channel the power of your own body to those around you, hardening their skin and granting them resistance to either Bludgeoning, Piercing or Slashing damage for the duration.

 

Unnerving War Cry: You let out a fearsome shout, striking panic into the hearts of those unlucky enough to be facing off against you. Have the creatures roll a Wisdom save against a DC Equal to 10 + Your Intimidation skill. On a success there is no effect, upon a failure your intimidating presence fills foes with hesitation, lowering their Armor Class by half your CHA Mod rounded down and leaving them unable to take reactions while you are within line of sight, repeating the save at the end of each of their turns. A creature that cannot hear you is unaffected.

 

 

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