Barbarian Primal Path – Path of the Exiled

Hello, everyone! Today’s subclass is a new Barbarian Primal Path focused on rallying allies to battle and leading by example and reputation.

Path of the Exiled

As part of a coming-of-age tradition in some insular cultures, a leader may be required to spend some time exploring the outside world, so that they will return to their people by choice and rule with wisdom. In other cultures, a warrior whose words prove as potent as any blade or spell may be excised from their society out of a fear that they may seize power for themselves.
Barbarians walking the Path of the Exiled are strangers to the world at large. Eloquent but powerful, the Exiled have great potential to rouse their allies to a cause, inspiring bravery with their ferocity on the battlefield. These exiled warriors may find themselves building an army in hopes to reclaim a previous life, or may be guiding heroes to new groups. Some who walk this path are unaware of the power their words may carry, discovering an inner fire that will forever change the world around them.

Lead the Charge

Starting when you choose this path at 3rd level, when you enter a rage, your allies recognize the signal to charge your enemies. When you use your bonus action to begin a rage, you and a number of allies equal to your Charisma modifier(minimum 1) may move up to your speed. Each creature which moves in this way must end their movement within 5 feet of a creature hostile to them.

Stalwart Fugue

Beginning at 6th level, the determination that you exhibit in a rage cannot be tamped down by your foes. While raging, you have advantage on Charisma checks and Charisma saving throws.

Rallying Force

Beginning at 10th level, your indomitable leadership on the battlefield drives yourself and your allies to ignore minor scrapes and cuts in battle with newfound determination. When you or an ally who can see or hear you takes bludgeoning, piercing, or slashing damage less than or equal to your Charisma modifier (after applying vulnerabilities and resistances), they instead take no damage.

Inspire Greatness

Starting at 14th level, you can stir an ally to tremendous feats of determination with an inspiring speech. As an action, you may give a creature within 30 feet of you that can see or hear you temporary hit points equal to your Constitution score.
You can’t use this feature again until you complete a short rest.

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