Path of the Thunderborn

Thunderborn barbarians express their rage through booming shouts, terrifying howls, bloodthirsty screams, and war cries.

Thundering Voice Starting when you choose this path at 3rd level, your voice becomes supernaturally strong. You can be heard clearly a number of feet away equal to 10 times your barbarian level. While you are raging, you can use your action to roar.

Each creature in a 15-foot cone originating from you must make a Constitution saving throw (DC equal to 8 + your Proficiency Bonus + your Constitution modifier). On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect automatically take the damage and are pushed 10 feet away from you. The roar disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. Once you use this ability, you must take a short or long rest before you can do so again. This ability's damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8) and 17th level (5d8).

Inspiring Insult Starting at 6th level, whenever a friendly creature that can hear you fails an ability check or misses an attack roll, you can use your reaction to berate them for their incompetence. If you do, that creature gains advantage on its next ability check or attack roll made within the next 10 minutes. A creature cannot benefit from this feature again until you have apologized to it and it has finished a long rest.

Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.