Lightmagemike
2018-07-24, 02:59 PM
I'd been trying to think of something to make Barbarian seem a little more versatile and came up with something that uses its rage charges for more diverse effects. And I was on a Diablo II kick and thought I'd go for something in the vein of the D2 Barbarian. Thus: Path of the Warchief. I don't really know how balanced this is, and one worry I have is that it lets the Barbarian do too much.
War Shout
Starting when you choose this path at 3rd level, you gain the ability to channel your rage, to bolster your allies and weaken your enemies. On your turn, you can consume one usage of rage to make a war shout. For the next minute, the effects of your war shout are active. The war shouts have a radius of 15 ft. It ends early if you are knocked unconscious or if choose to make another war shout. Creatures must be able to hear in order to be affected by your war shouts.
You learn two war shouts of your choice, which are detailed in the war shout list below. You learn an additional war shout at 6th, 10th, and 14th level.
Your modifier, as it pertains to the war shouts, is Charisma. Any saving throw required by your war shouts is equal to 8 + proficiency + Charisma modifier.
Chieftain’s Weapon Training.
At 6th level, your extensive training in weapons and warfare has granted you the techniques required to fight with two weapons at the same time. When you engage in two weapon fighting, you can add your Strength modifier to the damage of the second attack.
Improved War Shout.
At 10th level, the range of your war shouts increases to 30 ft.
Einherjar Weapon Training
At 14th level, your experience with dual wielding allows you to fight with even greater proficiency. You can wield two-handed melee weapons with one hand so long as you are using two-weapon fighting. When you use your bonus action to attack with an off-hand weapon, you can make a war shout as a part of the same bonus action.
Feral Roar
All enemies within range must succeed on a Wisdom saving throw or be routed for duration. Enemies routed this way must use their movement action to move as far away from the barbarian as possible. They cannot willingly move closer to the barbarian. The save may be repeated at the end of an affected creature’s turn, ending the effect on a success.
Warning Shout
All allies within range gain a bonus to AC equal to your rage damage for the duration.
Infuriating Insult
All enemies within range must make a Wisdom saving throw. Those that fail are drawn by their anger towards the barbarian. They must use their movement to move towards the barbarian and must attack the barbarian if able. Enemies attacking the barbarian have a penalty to hit equal to the barbarian’s rage damage. This save may be repeated at the end of an affected creature’s turn, ending the effect on a success.
Battle Cry
All enemies within range must make a wisdom saving throw. Those that fail are shaken by fear and cannot muster up their defenses. Allies receive a bonus to hit equal to the barbarian’s rage damage when attacking enemies affected this way. The save may be repeated at the end of an affected creature’s turn, ending the effect on a success.
Chieftan’s Orders
All allies within range gain temporary hit points equal to the barbarian’s level.
Thundering Howl
Prerequisite: Level 10
All enemies within range must make a Constitution saving throw, taking 4d8 Thunder damage on failure and being stunned for the duration. A successful save takes half damage and is not stunned. The save may be repeated at the end of an affected creature’s turn, ending the effect on a success. The Thunder damage taken is increased by 1d8 every third barbarian level the barbarian gains.
Dictate of Ferocity
All allies within range gain a bonus equal to their damage equal to the barbarian’s rage damage for the duration.
Bulwark of Rage
All allies within range gain resistance to bludgeoning, slashing, and piercing damage for the duration.
Spirit of Resistance
Prerequisite: Level 10
All allies within range gain resistance to a damage type of the barbarian’s choice for the duration.
Command of Victory
Prerequisite: Level 10
All allies within range gain a bonus to saving throws equal to the barbarian’s rage damage for the duration.
Crippling Cry
Prerequisite: Level 10
All enemies within range must make a Constitution saving throw. On a failure, they gain a weakness to a damage type of the barbarian’s choice for the duration.
Command of Survival
All allies within range gain the guts status for the duration. If an ally affected by the guts status would be reduced to 0 HP, it is reduced to 1 HP instead. They lose the guts status.
Willbreaker Shout
All enemies within range must succeed a Wisdom saving throw. Those that fail have their speed halved for duration. An affected creature may repeat the save at the end of each of their turns, ending the effect on a success.
Terror Shout
Prerequisite: Level 10
All enemies within range must succeed a Wisdom saving throw. Those that fail are frightened of the barbarian for the duration. An affected creature may repeat the save at the end of each of their turns, ending the effect on a success.
War Shout
Starting when you choose this path at 3rd level, you gain the ability to channel your rage, to bolster your allies and weaken your enemies. On your turn, you can consume one usage of rage to make a war shout. For the next minute, the effects of your war shout are active. The war shouts have a radius of 15 ft. It ends early if you are knocked unconscious or if choose to make another war shout. Creatures must be able to hear in order to be affected by your war shouts.
You learn two war shouts of your choice, which are detailed in the war shout list below. You learn an additional war shout at 6th, 10th, and 14th level.
Your modifier, as it pertains to the war shouts, is Charisma. Any saving throw required by your war shouts is equal to 8 + proficiency + Charisma modifier.
Chieftain’s Weapon Training.
At 6th level, your extensive training in weapons and warfare has granted you the techniques required to fight with two weapons at the same time. When you engage in two weapon fighting, you can add your Strength modifier to the damage of the second attack.
Improved War Shout.
At 10th level, the range of your war shouts increases to 30 ft.
Einherjar Weapon Training
At 14th level, your experience with dual wielding allows you to fight with even greater proficiency. You can wield two-handed melee weapons with one hand so long as you are using two-weapon fighting. When you use your bonus action to attack with an off-hand weapon, you can make a war shout as a part of the same bonus action.
Feral Roar
All enemies within range must succeed on a Wisdom saving throw or be routed for duration. Enemies routed this way must use their movement action to move as far away from the barbarian as possible. They cannot willingly move closer to the barbarian. The save may be repeated at the end of an affected creature’s turn, ending the effect on a success.
Warning Shout
All allies within range gain a bonus to AC equal to your rage damage for the duration.
Infuriating Insult
All enemies within range must make a Wisdom saving throw. Those that fail are drawn by their anger towards the barbarian. They must use their movement to move towards the barbarian and must attack the barbarian if able. Enemies attacking the barbarian have a penalty to hit equal to the barbarian’s rage damage. This save may be repeated at the end of an affected creature’s turn, ending the effect on a success.
Battle Cry
All enemies within range must make a wisdom saving throw. Those that fail are shaken by fear and cannot muster up their defenses. Allies receive a bonus to hit equal to the barbarian’s rage damage when attacking enemies affected this way. The save may be repeated at the end of an affected creature’s turn, ending the effect on a success.
Chieftan’s Orders
All allies within range gain temporary hit points equal to the barbarian’s level.
Thundering Howl
Prerequisite: Level 10
All enemies within range must make a Constitution saving throw, taking 4d8 Thunder damage on failure and being stunned for the duration. A successful save takes half damage and is not stunned. The save may be repeated at the end of an affected creature’s turn, ending the effect on a success. The Thunder damage taken is increased by 1d8 every third barbarian level the barbarian gains.
Dictate of Ferocity
All allies within range gain a bonus equal to their damage equal to the barbarian’s rage damage for the duration.
Bulwark of Rage
All allies within range gain resistance to bludgeoning, slashing, and piercing damage for the duration.
Spirit of Resistance
Prerequisite: Level 10
All allies within range gain resistance to a damage type of the barbarian’s choice for the duration.
Command of Victory
Prerequisite: Level 10
All allies within range gain a bonus to saving throws equal to the barbarian’s rage damage for the duration.
Crippling Cry
Prerequisite: Level 10
All enemies within range must make a Constitution saving throw. On a failure, they gain a weakness to a damage type of the barbarian’s choice for the duration.
Command of Survival
All allies within range gain the guts status for the duration. If an ally affected by the guts status would be reduced to 0 HP, it is reduced to 1 HP instead. They lose the guts status.
Willbreaker Shout
All enemies within range must succeed a Wisdom saving throw. Those that fail have their speed halved for duration. An affected creature may repeat the save at the end of each of their turns, ending the effect on a success.
Terror Shout
Prerequisite: Level 10
All enemies within range must succeed a Wisdom saving throw. Those that fail are frightened of the barbarian for the duration. An affected creature may repeat the save at the end of each of their turns, ending the effect on a success.