Path of the Dedicated Team Member

For some barbarians. rage is a means to an end, that end being healthy co-operation. The Path of the Dedicated Team Member is a path of achieving objectives through group morale, and one of self sacrifice. Whether it is in battle or a tavern game, you do everything for the success of your new tribe, heedless of your own health or well-being.

Healthy Anger Management

Starting at the 3rd level, you gain an unnatural affinity for confusing enemies with miscellaneous items. During your rage, should any party member not succeed their attack roll or saving throw, as a reaction you reach into your own inventory and throw an item of your choice onto the ground or nearby wall, causing it to split, shatter, dent, or in some way break. This causes enemies who see it to break concentration and lose 2 AC, while they question what just happened, until the end of your next turn. For every item of yours that you destroy in rage, add 1 sentimental counter to be used later.

Supportive Criticism

Beginning at 6th level, you know just what to say to raise team morale while raging. You believe that agressively pointing out an ally's flaw mid battle will immeadiately fix it, and through the path of the Dedicated Team Member, it does. You may shout at an ally as a bonus action, giving simple commands that raise a stat relevant to the shout by 1 until the end of your rage, stacking infinetely. You may only give criticism concerning things shown to be inadequate in that battle. You may not criticize the same thing until it has proved inadequate again after another attempt.

1v1 me irl

Beginning at 10th level, you can use your action to challenge someone to a duel, as Dedicated Team Player barbarians know, there is nothing that represents teamwork quite like individual combat. When you do so, choose one creature that you can see within 30 feet of you. lf 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 taunted until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the challenged creature until the end of your next turn. This effeet ends when either you or the creature are knocked unconcious or killed. Once the challenge is in effect, both members of the duel are unable to be damaged by any outsiders of the duel (with the exception of one pet or familiar of their choice). If the creature succeeds on its saving throw, and then chooses to decline the challenge, you can't use this feature on that creature again for 1 week.

Run it down mid

Starting at 14th level, you become mentally unstable after months of attempting to succeed with a team that is clearly subpar when compared to your own skill. You may choose to manifest your rage internally, throwing down your weapons and calmly walking towards the enemy. You look back at all the items you destroyed and question the point of even trying. Should any enemy not attack you in your vulnerable state during their turn, a burst of fury at their stupidity breaks through to the surface. As a reaction you Manage your Anger in the direction of this enemy, taking an item from your inventory and throwing it at them. This attack consumes all sentimental counters, dealing an equal amount of additional damage. If this attack kills the target, all enemies within 30 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma) or be feared until the end of their next turn.