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Barbarian Subclass: Path of the Chieftain

Barbarian Subclass: Path of the Chieftain

Brandishing weapons handed down through their tribe and wearing armor inscribed with the tales and lore of their people, warchiefs proudly display their trophies. They are impressive figures acting as a focal point of the tribe, and they carry on their shoulders the burdens of their people.  Warchiefs wield power and respect, but to maintain their grip upon it, they must exert it. To appear strong means crushing their enemies and putting their advisors and captains in their place. If they fail to maintain this appearance of command and domination, all too soon enemies from without and within the tribe begin to sharpen their knives.   Warchiefs are skilled fighters and cunning strategists. Being a warchief requires more than just bearing arms into battle and rushing headlong into the enemy. A warchief must also be wise, poring over maps scratched in the dirt to plan the next bloody engagement. Furthermore, even the most savage warchiefs are short lived if they lack some sense of diplomacy. A warchief looking for endless battles soon finds the end of an opponent’s sword or a knife lodged in the back.
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INSPIRING CHARGE Beginning at 3rd level, while raging, your successful attacks can inspire one ally who has a clear line of sight to you. When you make a successful melee attack roll against an enemy creature, choose a creature that you can see within 30 feet of you. Until the start of your next turn, that creature’s next successful melee attack this turn deals extra damage equal to your rage damage.   RECKLESS BRAVADO Also at 3rd level, your ability to recite the tales of your people and legends of past battles, along with grandiose tales of your own victories, invokes respect in your allies and inspires fear in your enemies. You gain advantage on Charisma (Intimidation) checks and Charisma (Persuasion) checks. While you are raging, friendly creatures that can see or hear you have advantage on saving throws to avoid being frightened.   CHIEF'S ORDERS At 6th level, you have faced numerous battles and countless hordes encroaching upon your lands. You can issue one of the following commands as a bonus action. Your command can affect only friendly creatures (a number up to your proficiency bonus) that can see, hear, and understand you. You can use this feature as many times as your proficiency bonus and you regain all expended uses when you finish a long rest.   Strike Them Down! Each friendly creature affected by this command can use its reaction to make a melee attack with a melee weapon after it is attacked by an enemy creature. This attack must target the attacking creature.   Fall Back! Each friendly creature affected by this command can immediately move up to its current speed. This movement does not provoke opportunity attacks.   Charge! Until the start of next turn, each friendly creature affected by this command can move an additional 10 feet. When an affected creature makes a successful melee attack, it can use its reaction to deal extra damage equal to your rage damage.   THAT ONE'S MINE! At 10th level, you dominate the battlefield, leading by example at the head of the charge. While raging, you can issue a challenge to an enemy creature within 60 feet of you that can see and hear you. The targeted enemy creature becomes marked. If the creature accepts the challenge, it has disadvantage on attacks that do not target you, and all other enemy creatures have disadvantage on attacks against you. If the marked enemy doesn’t accept the challenge, it becomes frightened for 1 minute. If you incapacitate a marked creature, enemy creatures that can see you must make a Wisdom saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, the creature becomes frightened for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.   VENGEANCE FOR ALL At 14th level, you level vengeance against every wound and slight done against those under your command, if any other friendly creatures within 30 feet of you are damaged by an enemy you can choose to seek retribution. If you do, at the start of your next turn you can immediately move up to your speed and then make a melee attack, after which your turn begins as normal. You don't provoke opportunity attacks during this movement, and you have advantage on the attack roll. You can perform this action a number of times equal to your proficiency bonus, and regain all uses after taking a long rest.

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