Primal Paths

Path of Justice

Your rage fuels the battlefield. Whether you seek to avenge someone you cared for, or your people have been disrespected, your friends are your strength, and your rage gives them theirs. Your allies trust you with their lives, and are willing to die for your cause, as you are yourself. When they see you, victory is sure to follow, and your people will have justice for what your enemies did to them.

Protectorate

When you choose this path at 3rd level, you can attempt to protect an ally. When a friend within 5 feet of you is hit with an attack, you can use your reaction and make a Dexterity saving throw against the incoming attack roll. On a failed save, your friend is hit. On a success, the attack is struck on you instead.

Group's Resolve

Starting at 3rd level, your spot on the battlefield helps the resolve of your group. While you're raging, your friends within 5 feet of you receive a benefit depending on their Strength or Dexterity. If their Strength is higher than their Dexterity, they gain one benefit of your choice from your Rage. If their Dexterity is higher, they gain one of the following benefits of your choice. If their Strength and Dexterity are equal, they gain one benefit of your choice from either lists.

They can take the Dash action as a bonus action on their turn.

They can take the Disengage action as a bonus action on their turn.

They have advantage on Dexterity checks and Dexterity saving throws.

Attack rolls made against them have disadvantage if they can see the attacker.

As a bonus action on their turn, they can increase their AC by 2 until the start of their next turn.

At 6th level, your friends benefit from your resolve within 15 feet of you.

At 10th level, once on each of their turns while you're raging, your friends can gain one additional benefit of their choice until the end of their turn. They can do this a number of times equal to their Charisma modifier (at least one). They regain their uses the next time you rage.

At 14th level, your friends benefit from your resolve within 30 feet of you.

Martial Archetypes

Luminary

You are an inspiration to others. Your natural leadership leads to a sure victory, because your allies support you. United your people stand, with honour and bravery. Disagreement is debated assertively and resolved, and your people will fight and die for you if they must.

Bonus Proficiency

You gain proficiency in Persuasion.

Leading Inspiration

Starting at 3rd level, your charisma helps the resolve of your group. As a bonus action on your turn, you can use a leading inspiration to give a creature you can see within 60 feet of you one of the following benefits. You can use leading inspiration a number of times equal to your Charisma modifier (at least one). You regain your uses when you finish a short or long rest. Each benefit lasts for 1 minute unless otherwise stated.

They have advantage on the next ability check they perform.

They have advantage on the next saving throw they perform.

They have advantage on the next attack roll they perform.

They can make one weapon attack as a bonus action. They can do this once within the next minute

They can take the Dash action as a bonus action. They can do this once within the next minute.

They receive temporary hit points equal to 5 + your Charisma modifier. You can stack uses immediately to increase the number of hit points. This benefit lasts for 8 hours.

Their Charisma modifier increases by 2 for 8 hours. This benefit can go over 20. If the affected creature takes damage, they must make a Charisma saving throw against a save DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, they lose this benefit. On a successful save, they do not lose this benefit.

Their AC is increased by their Charisma modifier (at least one) until the start of your next turn. This benefit does not stack.

Improved Inspiration

At 7th level, your leading inspiration affects one additional creature of your choice within 60 feet of you.

Charismatic Group

At 10th level, when a creature that you can see within 60 feet of you make a Charisma ability check or Charisma saving throw and rolls lower than their Charisma score, you can use your reaction and your leading inspiration to turn the roll into their Charisma score, plus any bonuses that apply to the ability check or saving throw.

Additionally, your proficiency bonus is doubled for any Persuasion check you make.

Battle Resolve

At 15th level, when you use your leading inspiration, creatures within 5 feet of you gain a bonus to one weapon attack or damage roll they make before the end of their next turn equal to your Charisma modifier (at least one).

Superior Inspiration

When you reach 18th level, you can stack one benefit that you use with your leading inspiration. You can stack a benefit once. If it has a use, it can be used twice before the duration ends. You can do this up to two times. You regain your uses when you finish a short or long rest.