Base Class: Barbarian
In primitive circles, the Thane is someone to be honored. A hero among heroes, chosen by the gods for greatness. A thane is a powerful warrior, but also a leader, and someone to aspire to be. A thane, like a king, should be able to bolster their ranks with few words, and be able to turn the tide of battle through their simple presence alone. But while a King may stay far away from the front, the Thane is most likely in the thick of things, often less likely shouting out commands as much as screaming in primal fury as foes fall before them.
A thane is not a dumb brute, they often are cunning and charismatic enough to speak with others, often finding themselves as leaders among barbarian tribes. Often reflected through their proficiency with Persuasion or Intimidation. However, the hallmark of a Thaneborn is their access to 'Roars', which inspire allies while withering foes. While likely not dressed in finery, a Thane is none the less able to articulate their thoughts, even if they can't write them.
Thane Born
Bonus Proficiency
When you choose this Arch Type at 3rd level, you gain proficiency in Persuasion or Intimidation.
Thane Born
Starting at level 3, your ability to inspire others through actions and deeds becomes apparent. You gain access to two Roars. Whenever you reduce a creature to 0 Hit Points or lower, you may choose to use one Roar as a free action.
-Triumphant Roar: After reducing a creature to 0 hit points or lower, you may use Triumphant Roar as a free action. Allies that can see you within 15 feet of you gain advantage on their next attack or saving throw before the end of their next turn.
-Withering Roar: After reducing a creature to 0 hit points or lower, you may use Withering Roar. Creatures that can see you within 15 of you must make a wisdom saving throw (DC is 8+proficiency+charisma modifier), or suffer disadvantage on their next attack or saving throw made before the end of their next turn. Creatures immune to fear are immune to this effect.
You may Roar a number of times equal to your Charisma modifier, regaining all uses on a Short or Long Rest.
Unseen Calculations
Starting at level 6 you have an uncanny ability to throw off your foes through slight tells, feigning false weaknesses. Your Unarmored Agility is the higher between your Dexterity or Charisma modifier when calculating AC while not wearing Heavy Armor.
In addition, after you use your Reckless Attack feature, the first enemy that makes an Attack against you with a melee attack or spell must make a Wisdom Save against you (DC is 8+Proficiency+Charisma Modifier). On a failed save, their next attack made is at Disadvantage instead of Advantage, and you may use your Reaction to make an Attack against them if they are within range of your melee reach.
Feats of Legend
As your career grows, you become more boisterous, telling exaggerated tales in taverns, and enthralling audiences with the exploits that you've performed to reach the peak of heroism you have.
Starting at level 10, you're able to send your roar even further. Your area of effect of your Roar actions is increased to 30 feet. In addition, your Roars can instill the following effects.
-Triumphant Roar also now grants the barbarian and allies within the effect temporary hit points equal to 1d6+half the barbarian's current level.
-Withering Roar also causes creatures who fail the saving throw to become Deafened, or stunned if they fail the save by 5 or more until the end of their next turn.
In addition, if you begin combat with no charges of Roar, you regain the use of one Roar.
Infectious Rage
Starting at level 14, while you are Raging, allies within 30 feet of you also gain the benefit of your Rage Damage bonus to Strength Based attacks.
In addition, you may now use your Roar whenever you use Reckless Attack feature, instead of just when you reduce a creature to 0 hit points or fewer.
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