Barbarian
Base Class: Barbarian

As a warrior steeped in tradition and battle, songs and chants echo throughout the battlefield as you charge head first into combat. The Tribal Chanter use a series of ancient hymns and mantras to give themselves courage in battle.

Addition Proficencies

You gain proficiency with Performance check and one instrument of your choice.

Force of Prescence

While you are not wearing any armor, your Armor Class equals 10 + your Charisma modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Chanting Trance

Starting when you choose this path at 3rd level, your learn two chants from the list of Tribal Chants below. When you enter a rage you may enter a rage or as a bonus action while you are raging select a chant you know. You and allies within 10ft of you gain its benefits for the duration of your rage. Once you do, you may not use this ability again until your next rage or you use another rage to change your chant. You learn additional chants at 6th level, 10th level, and 14th level.

Chant of Courage: While raging, you and allies in range are immune to fear and have advantage on saving throws against charm effects. In addition, at 10th level you and allies in range gain resistance to spells while in range of this chant.

Chant of Vigor: When you begin this chant, you and allies in range gain 1d6 + your Charisma temporary HP. While raging,  if something would attempt to move you by force, you move 5ft less. In addition, your carry weight is doubled for the duration of your rage. The die increases to 1d8 at 10th level.

Chant of Fear: While raging, you shout out terrifying scream. When you begin this chant, each creature within 30ft of you which you declare as hostile must succeed on a wisdom saving throw with DC equal to 8 + proficiency + your Charisma modifier. On a fail the creature is frightened of you for the duration of your rage, they may repeat this save at the end of each of their turns. At level 10, you may also add your Strength bonus to the DC.

Chant of Valor: While raging, you and allies in range may add an additional 1d4 to all attack rolls and saving throws you make. The die increases to 1d6 at 10th level.

Chant of Haste: When you begin this chant, you and allies in range may role 1d4 and add the result to your current initiative score for that fight. Also, you and allies in range may use your bonus action to disengage. The die increases to 1d6 at 10th level.

Inspiring Bravery

Beginning at 6th level, you learn one additional Tribal Chant from the list of Tribal Chants. In addition, when you perform one of the following actions of bravery (listed below) you use a reaction to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. (Tribal inspiration does not stack with bardic inspiration.)

Actions of Bravery:

  • Delivering the final blow on an enemy
  • Land a critical blow on an enemy
  • Successfully avoiding an attack by a value for more than 5
  • Taking the Help action

 Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your proficiency modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 14th level.

Inspiring Presence

Beginning at 10th level, your chants echo deep in the hearts of your allies and gain additional abilities.

  • You learn one additional Chant from the list of Tribal Chants.
  • The radius for your chants increases from 10ft to 20ft.
  • Increase dice values from the Tribal Chants ability.

Master of Ceremonies

Starting at 14th level, when you may select two tribal chants to be active at the same time.

In addition, while raging you may use your action to release a glorious battle cry. When you are an ally starts there turn within 30ft of you, roll 1d12 and they gain the following benefits based on the roll until you have ended your rage. (Note prolonging your rage by using the rage ability again does not cancel this ability).

  • Result of 1 or more: Gain temp HP equal to the amount rolled each time they make an attack roll.
  • Result of 4 or more: Gain a bonus to attack rolls equal to the amount rolled.
  • Result of 7 or more: Gain an additional movement phase this turn. Additionally, movement does not provoke an attack of opportunity this turn.
  • Result of 10 or more: Gain an additional attack this turn.

After you use this ability, it cannot be used again until completing a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes