Primal Path of the War Chief

by Shaedn

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Path of the War Chief

Whether you are honourable and wise, or bloodthirsty and insatiable, warriors around you take heed of your presence and authority. Fueled by your unmatched ferocity and cunning in the heat of battle, your command of the warband has led you to victory time and time again.

War Cry

Starting when you choose this path at 3rd level, you learn to whip your allies into a frenzy with a surge of adrenaline and the thrill of battle.

Upon entering a rage, or as a bonus action while raging, you can unleash a booming war cry. You and one allied creature within 30 feet that can hear and see you gain temporary hit points and advantage on saving throws against the frightened condition for 1 minute.

The temporary hit points gained are equal to your Charisma modifier (minimum 1), and regenerate at the beginning of your turn while you are raging. Any remaining temporary hit points granted by this feature fade after one minute or after your rage ends, whichever comes first.

You can target one additional ally with this feature when you reach 6th, 10th, and 14th level in the Barbarian class.

You may use this feature once per minute.

Commanding Presence

At 6th level you have prepared your warband to adapt to any situation. When rolling initiative, you can add your Charisma modifier to the initiative roll of one allied creature within 30 feet that can see and hear you. The chosen ally also gains advantage on their first attack roll on their next turn. You cannot apply this bonus to yourself.

In addition, you gain proficiency with the Persuasion and Intimidation skills. If you are already proficient in these skills, your proficiency bonus is doubled for any ability checks you make with these skills instead.

Battle Tactics

At 10th level you have trained your warband to instantly react to your commands in order to flank and overwhelm your enemy.

Immediately after you use your War Cry feature, each affected ally can spend their reaction to move up to 10 feet without provoking opportunity attacks.

Additionally, you now add your rage damage bonus when determining the number of temporary hit points granted by your War Cry feature, and affected allies can add your rage damage bonus to the damage of their next weapon attack when you use War Cry.

Bloodlust

At 14th level your unleashed fury inspires awe, bolstering the resolve of your allies on the battlefield.

As an action while raging, you can choose to lose yourself in the thrill of battle, gaining the benefits of the haste spell for 1 minute, without requiring concentration. At the end of the duration, you gain one point of exhaustion and cannot use this feature again until you finish a long rest.

In addition, allies under the effect of your War Cry gain immunity to the charmed and frightened conditions for its duration.

Optional Rule

At the discretion of your DM, you may use your Charisma modifier instead of your Constitution modifier when calculating your AC for the Unarmored Defense feature.

Credits:

Artwork: The Art of Warcraft by Wei Wang https://www.artstation.com/artwork/8oNoE
   
Created by: /u/Shaedn
Special thanks to: Max & /r/UnearthedArcana

Temporary Hit Points

Rules for temporary hit points can be found in the Player's Handbook (pg. 198).
   

  • Temporary hit points gain the benefit of damage resistances, such as a Barbarian's rage.
       
  • If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
       
  • Unlike regular hit points, temporary hit points are not additive. This means if you have 3 temporary hit points from War Cry and would gain 4 temporary hit points from another source, you can choose to take the 3 temporary hit points or 4, not both.