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Seb-wejem
A while ago I started working on exploits (for warriors with fighting styles) and war cries (for barbarians) I just opened up the document to have another look, below are the ideas I had for some war cries taken from 4e barbarians as well as the barbarian class in Diablo 3. Both war cries and exploits would be an addition to the classes, they do not replace anything.
I'm still tidying them up and haven't really looked at balance between the options but thought people might want to have a look at them, maybe it will give someone some ideas for their game.
I have a barbarian in my current group, I might introduce them to her and see what she thinks of them (though we use DnD beyond so I'm probably going to have to make a feat to add them to her character sheet which should be fun).
War cries
Thunderous Wrath
Strength Save (half damage and no push back). When you reduce a hostile target to 0 hit points, you may use your reaction to unleash a thunderous war cry. Deal thunder damage to creatures within a 5-foot-radius equal to your Constitution modifier + your Rage damage bonus and push them back 5 feet. On a successful save they are not pushed back.
Threatening Shout
Wisdom Save (no effect). As an Action, you draw the attention of all hostile creatures within a 5-foot-radius. If these creatures attack a creature other than you before the end of your next turn, they have disadvantage on their attack rolls.
Grim Shout
Wisdom Save (no effect). When you reduce a hostile target to 0 hit points, you may use your Reaction to unleash a terrifying shout. Hostile creatures within a 5-foot-radius of you are frightened until the start of your next turn.
Furious Charge
The fury of your rage propels you forward. When you enter your rage, you can dash as part of the bonus action.
War Cry
When you enter your rage, until the start of your next turn, all allies within 30 feet have resistance to bludgeoning, piercing, and slashing damage.
Rallying Cry
When you enter your rage, you and all allies within 30 feet may expend a hit die to gain temporary hit points. Players roll their hit die and add their constitution modifier and your rage damage bonus. They gain that many temporary hit points.
Ground Stomp
Strength Save (no effect). You enter your rage with a mighty stomp causing the ground to buckle, each creature in a 10-foot-radius is knocked prone.
Seismic Slam
25-foot-cone. Strength Save (half damage) As an Action, you slam the ground and send out a wave of destruction. Each creature in the area of effect takes damage equal to 1d8 + your Constitution modifier + your rage damage bonus.
I'm still tidying them up and haven't really looked at balance between the options but thought people might want to have a look at them, maybe it will give someone some ideas for their game.
I have a barbarian in my current group, I might introduce them to her and see what she thinks of them (though we use DnD beyond so I'm probably going to have to make a feat to add them to her character sheet which should be fun).
War cries
- You know a number of war cries equal to your rage bonus.
- Requires the user to either enter or be in a rage.
- If a war cry has a saving throw, the DC is equal to 8 + proficiency bonus + Constitution modifier.
- Enables an ability when a trigger occurs. Only a single war cry can be used with each trigger.
- If you use a war cry instead of attacking and it affects 1 or more hostile targets (whether they save or not), you do not lose your rage.
Thunderous Wrath
Strength Save (half damage and no push back). When you reduce a hostile target to 0 hit points, you may use your reaction to unleash a thunderous war cry. Deal thunder damage to creatures within a 5-foot-radius equal to your Constitution modifier + your Rage damage bonus and push them back 5 feet. On a successful save they are not pushed back.
Threatening Shout
Wisdom Save (no effect). As an Action, you draw the attention of all hostile creatures within a 5-foot-radius. If these creatures attack a creature other than you before the end of your next turn, they have disadvantage on their attack rolls.
Grim Shout
Wisdom Save (no effect). When you reduce a hostile target to 0 hit points, you may use your Reaction to unleash a terrifying shout. Hostile creatures within a 5-foot-radius of you are frightened until the start of your next turn.
Furious Charge
The fury of your rage propels you forward. When you enter your rage, you can dash as part of the bonus action.
War Cry
When you enter your rage, until the start of your next turn, all allies within 30 feet have resistance to bludgeoning, piercing, and slashing damage.
Rallying Cry
When you enter your rage, you and all allies within 30 feet may expend a hit die to gain temporary hit points. Players roll their hit die and add their constitution modifier and your rage damage bonus. They gain that many temporary hit points.
Ground Stomp
Strength Save (no effect). You enter your rage with a mighty stomp causing the ground to buckle, each creature in a 10-foot-radius is knocked prone.
Seismic Slam
25-foot-cone. Strength Save (half damage) As an Action, you slam the ground and send out a wave of destruction. Each creature in the area of effect takes damage equal to 1d8 + your Constitution modifier + your rage damage bonus.