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Barbarian Paths


Path of Cinder

The crackling of firelight was the first sound you heard when

you were born, and it has accompanied through your life,

burrowed deep inside your heart. There will come a time

when that fire will roar.

Blade

Flamed

At 3rd level, when you enter your rage, your weapon is

wreathed in flames and you emit bright light in a radius of 10

feet and dim light for an additional 10 feet. The first successful

attack you make on each of your turns deals an extra 1d8 fire

damage. Each creature of your choice within 5 feet of the

target also takes half as much damage, as the plumes of fire

extend outwards from the target.

At 14th level, the bright and dim ligth's radius increases by

an additional 10 feet and the bonus to damage increases to

2d8.

Flamed Blade

Flamed Blade

Flamed Blade

Soul

Cinder

At 6th level, you gain resistance to fire damage. Moreover, as

an action, you can touch a flammable object that isn't being

worn or carried by anyone else and set it on fire.

Additionally, when an allied creature within 30 feet of you

takes fire damage, you can use your reaction to halve the

damage it takes if you are raging. You gain temporary hit

points equal to twice your proficiency bonus as you draw the

flames toward you and absorb them.

Cinder Soul

Cinder Soul

Cinder Soul

Firesight

At 10th level, you can close your eyes in meditation and seek

the flame. After 1 minute, you are able to see through any fire

you have viewed or felt before if it is on the same plane as

you. The effect lasts for as long as you concentrate on it (as if

concentrating on a spell). For the duration, you are blind to

your own senses. While the effect lasts you can freely change

the fire through which you are seeing. The fire can be any size,

but for it to be considered the same fire you perceived before,

it must have continued burning since you last saw or felt it.

Firesight

Firesight

Firesight

Cinder Body

At 14th level, each creature of your choice that starts its turn

within 10 feet of you while you're raging takes fire damage

equal to your proficiency bonus. Each time you are reduced to

0 hit points during your rage, you can deal the same damage.

You can do so even when you successfully use your Relentless

Rage.

Also, fire damage you deal with your attacks ignores

resistance to fire damage. The radius of the bright and dim

light you emit when you enter your rage increases by 10 feet,

and the fire damage of your Flamed Blade increases to 2d8.

Cinder Body

Cinder Body

Cinder Body


Path of Darkness

You opened your eyes and everything was dark. You learned

to accustom yourself in the light, but your eyes still seek the

furtiveness of the shadows.

Shadow Bringer

At 3rd level, when you enter your rage you can choose one of

the following effects:

Dark Rage. Magical darkness spreads out from you in a 5-

foot radius that lasts for the duration of your rage. You are

able to see through this darkness. Other creatures with

darkvision can't see through this darkness, and nonmagical

light can't illuminate it.

Necrotic Rage. When you enter your rage, shadows batter

enemy creatures around you, dealing necrotic damage equal

to your proficiency bonus to each creature of your choice

within 5 feet of you. As a bonus action on each of your turns

for the duration, you can choose a single creature within 5 feet

of you and deal the same damage.

Shadow Bringer

Darkvision

At 3rd level, you have darkvision out to a range of 60 feet. In

that radius, you can see in dim light as if it were bright light

and in darkness as if it were dim light.

Darkvision

Darkvision

Heightened Gloom

At 6th level, you gain the following benefits for your rage:

Dark Rage. Magical light, as well as nonmagical light, can't

illuminate the area of darkness that spreads from you, unless

the area of light is created by a 9th level spell.

Necrotic Rage. Creatures that take this necrotic damage

can't take any reactions until the start of their next turn.

Heightened Gloom

Heightened Gloom

Darksight

At 10th level, your eyes have become one with the dark. You

have darkvision out to a range of 300 feet. In addition, magical

darkness does not impede your darkvision, and you can see in

dim light and darkness as if it were bright light. However,

when you are in actual bright light, you have disadvantage on

Perception checks.

Darksight

Darksight

Darkest Rage

At 14th level, you gain resistance to necrotic damage. While

you are raging, you also have resistance to radiant damage, as

the shadows around you dimish the light that seeks to harm

you.Additionally, when you enter your rage, you can choose

to gain the benefits of both your Dark Rage and your Necrotic

Rage at the same time, or switch between them at the start of

your turns.

Darkest Rage

Art Credits

Valeriy Vegera (Cover)

Anato Finnstark (pg. 1), Bodgan Rezunenko (pg. 2)

Shalizeh (pg. 3)

Dominik Mayer (pg. 4 and 8)

Forgeries by Olya Bossak (Reykat) (pg. 5)

Margrave by JuYoung Ha (pg. 6)

Death by Ben J (pg. 7)

Hastus by qissus (pg. 9)

Melusine Cultist by Anton Nazarenko (pg. 10)


Path of the Emissary

Barbarians that follow the path of the emissary have tasted

the strength of the blade, but also know the strength of

promises and threats. These barbarians recognize that for a

prosperous community to keep growing and remain safe, it

must have good and straightforward relations with its

neighbors. Unlike other diplomats, however, these barbarians

keep their words short and clear and immediately get to the

point of what they have to say.

Primal Diplomacy

At 3rd level, you gain proficiency with the Persuasion and

Intimidation skills, and you can choose either Persuasion or

Intimidation. When you make an ability check with that skill,

you can add double your proficiency bonus to the roll. If you

are already proficient in any of these skills, you can choose to

gain proficiency with another skill of your choice.

Words of Power

At 3rd level, when you are conversing with another creature,

you can expend a use of your rage to amplify your words with

its primal power. For 1 minute, you have advantage on

Charisma checks, and you can use an action to make a

promise, a threat or a request. Creatures of your choice that

can hear you must succeed on a Charisma saving throw or

become frightened or charmed by you (your choice) for 1

minute. The effect ends if you attack the creature, and a

creature can only be affected once during your rage.

If combat breaks out during the duration of your rage, you

immediately take the first place in the initiative order as your

rage is already flowing in your veins, ready to be repurposed

to violence. When you do so, you have the normal effects of

your rage for the remainder of its duration.

The DC of the save equals 8 + double your proficiency

bonus.

Charmed

The charmed condition is often confused with the

charm person spell, which states that a target regards

you as a friendly acquaintance in addition to being

charmed.

On its own, the charmed condition is closer to the

feelings of awe than friendship, and can be more

accurately roleplayed as being awe-stricken.

Decisive Declaration

At 10th level, once per long rest when you enter your rage, you

can either make a threat or a promise to one of your allies.

You gain the corresponding benefits for its duration.

Threat. Choose a creature within 60 feet of you that can

hear you. The target has disadvantage on attack rolls against

creatures other than you and you have disadvantage on attack

rolls against creatures other than it. Additionally, you can

make attacks of opportunity against the creature even if it

takes the disengage action. The effects last for the duration of

your rage. During that time, you can't move away from the

creature you have threatened, and you must use your

movement during your turn to approach it if you have a safe

path to it. A path is not safe if an environmental danger blocks

your way (i.e. lava), or you would necessarily provoke attacks

of opportunity during your movement.

Promise. Choose up to 6 creatures within 60 feet of you that

can hear you. Each creature gains temporary hit points equal

to your level + your proficiency bonus. For the duration of

your rage, you can touch a creature with 0 hit points and

cause it to regain 1 hit point as a bonus action.

Turning Point

At 14th level, when you score a critical hit with an attack, you

can force the target of your attack or another creature you can

see within 30 feet of you to make a Wisdom saving throw. The

DC is equal to 8 + double your proficiency bonus. On a failure,

the creature is frightened or charmed by you (your choice) as

you accompany your overwhelming strike with your words.

A frightened creature must take the Dash action and move

away from you by the safest available route on each of its

turns, unless there is nowhere to move. A charmed creature

drops any weapons it is holding and ceases being hostile. The

effects last for 1 minute or until the creature takes damage

from you or your companions. Another creature can also end

the effect by using its action to succeed on a Charisma check

of its choice against the affected creature, changing its mind

on a success and making it continue to fight. The DC of the

check is equal to the DC of the saving throw.

Instincts

Diplomatic

At 6th level, you know how to respond to threats. When

combat breaks out as a result of a threat being delivered, you

can reroll your iniative roll if you are lower on the initiative

order than the creature that threatened you or that you

threatened. You can take either result.

Additionally, when you hear a promise or a threat being

made to you, you know if it is a lie. You can only detect

outright lies in this way, not deception through omission or

wordplay, and you can only use this ability on statements that

promise or threaten specific actions. For example, you can use

this ability with the statement "We will send a reinforcement

of 20 soldiers to your village tomorrow", but not with the

statement "We will help your village".

Diplomatic Instincts

Diplomatic Instincts

Diplomatic Instincts


Path of Hate

You fight with absolute determination to end your enemy.

Your rage boils over at a specific creature that challenges you,

directed in its entirety towards one enemy that you vow to

end. For you, it's always personal.

Hate-Fueled

At 3rd level, you can let your hate fuel your anger. When you

roll for initiative, you can use your reaction to enter a hateful

rage. As part of the same reaction, you can move up to half of

your movement speed towards an enemy and make a melee

attack against it if it is within your reach. That is your hated

enemy. For the duration of your rage, you can't have

disadvantage on attack rolls against your hated enemy. If you

end your turn without having damaged your hated enemy,

you take psychic damage equal to your proficiency bonus.

Hate-Fueled

Targeted Hatred

At 6th level, when you hit your hated enemy with a weapon

attack, you can choose to reroll your damage die once. You

must use the new result. Additionally, when your hated enemy

forces you to make a saving throw, you can gain a bonus to

the roll equal to your proficiency bonus. You can use this

feature a number of times equal to your profiency bonus.

When you reach 14th level, you can use this ability an

unlimited number of times.

Triumphant Pride

At 10th level, you gain temporary hit points equal to your level

+ your proficiency bonus whenever you kill your hated enemy.

In addition, you have advantage on all attack rolls until the

end of your next turn.

If combat ends without your hated enemy dead, you must

make a Wisdom saving throw. The DC is equal to your level.

On a failure, you gain a level of exhaustion.

Path of Ravaging

You are at your worst at the heat of battle, and when your

blood is alight and destruction has already been caused by

your hand, there is nothing that can stop you.

Ravaging Rage

At 3rd level, when you use your bonus action to rage, you can

make a single melee weapon attack as part of that same

bonus action. For the duration of your rage, you can't have

disadvantage on attack rolls against creatures that have less

than half of their maximum hit points. Additionally, your Rage

Damage bonus increases by 1 when you hit a creature that has

less than half of its hit point maximum. That bonus increases

to 2 when you reach 14th level.

Superiority Instincts

At 3rd level, you know if a creature has more or less maximum

hit points than your just by looking at it.

Unstoppable

At 6th level, when you kill a creature during your turn, you can

make an additional melee weapon attack with your bonus

action if you are raging.

Unstoppable

Impervious

At 10th level, when a creature that has less than half of its

maximum hit points forces you to make a saving throw, you

can use your reaction to make the saving throw with

advantage.

Impervious

Moment of Opportunity

At 14th level, a single moment of weakness can bring an

enemy its downfall. When a creature that has less than half of

its maximum hit points misses you with an attack, you can use

your reaction to make a melee attack against it.

Relentless Hate

At 14th level, when your hated enemy reduces you to 0 hit

points and you use your Relentless Rage, you have advantage

on the saving throw. If you succeed, you can make a weapon

attack against your hated enemy as part of the same reaction

if it is within your reach.


Path of Pain

For you, pain is your pool of power. You gather every pinprick

of pain. Its memory later fills with you with might.

Pain Points

At 3rd level, you gain a pool of Pain points. When you take

damage, you gain 1 Pain point. You gain an additional point of

Pain for each 10 damage you take cumulatively. For example,

you gain 1 pain point if you take 9 damage, 2 pain points if you

take 14 damage, 3 pain points if you take 22 damage, etc. You

calculate the points you gain from damage you take before

factoring in any resistances you have. The maximum number

of Pain points you can have is equal to twice your proficiency

bonus.

Pain Points

Calculating Pain Points

When you take damage, you can easily determine how

many Pain points you gain in the following way:

1. If the number of the damage you took has only a

single digit, you gain 1 Pain point.

2. If the number of the damage you took has double

digits, look at the first digit of the number. You gain

that many Pain points plus 1. For example if you take

15 damage, the number's first digit is 1. That means

you gain 2 Pain points.

You can use your Pain points in the following ways:

Might of Pain. When you hit with a melee weapon attack,

you can spend a number of Pain points. You deal extra

damage with your attack equal to your Rage damage for each

Pain point you expend.

Resilience. When you take damage you can spend a number

of Pain points. The damage you take is reduced by an amount

equal to your Rage Damage for each pain point you use. This

reduction is calculated after any resistances you have.

Determination

At 6th level, when you fail on a Strength, Dexterity or

Constitution ability check, you can expend 1 Pain point to gain

a bonus to the roll equal to your Rage Damage, potentially

turning the roll to a success. If you still fail, you must expend

an additional Pain points until you either succeed on the

check or run out of Pain points.

Determination

Determination

Chainless

At 10th level, when you fail on a saving throw, you can expend

1 Pain point to gain a bonus to the roll equal to your Rage

Damage, potentially turning the roll to a success. If you still

fail, you must expend additional Pain points until you either

succeed on the check or run out of Pain points. You can't use

this ability with your Relentless Rage.

Chainless

Chainless

Painful Denial

At 14th level, when you use your Relentless Rage, you can

expend 3 Pain points to resist the dying of the light. When you

do so, you make the save with advantgae, and the DC of your

Relentless Rage does not increase as a result.

Painful Denial

Painful Denial


Path of the Battle Hymn

Your reverence towards battle is almost ceremonial. There is

nothing you deem more sacred, and you dedicate great works

of beauty in its name. Primarily, that of the Battle Hymn,

which you sing in important moments. In the climax of true

battle, which can forge the soul.

Path of Valor

Noble feelings fuel your fighting, as your rage is one of

determination against injustice. The connection with your

comrades keeps you in the fray for as long as necessary, and

even against insurmountable odds, if you are to see them

survive.

Hymn

Battle

At 3rd level, when you enter your rage you can also choose to

begin your battle hymn. When you miss with a melee weapon

attack during your hymn, you can reroll the attack roll once

during your turn. Your battle hymn is audible out to a range of

60 feet. When an allied creature that can hear your hymn hits

with a weapon attack, it can add your Rage Damage to its

damage roll. It can only do so once per turn, or twice per turn

once you reach 14th level.

Fortifying Rage

At 3rd level, your rage emboldens your allies, giving them a

second wind. When you enter your rage, you and up to 6

creatures of your choice within 60 feet of you gain temporary

hit points equal to your level + double your proficiency bonus.

During your rage, you can use your bonus action to grant

another creature within 30 feet of you temporary hit points

equal to your proficiency bonus.

Battle Hymn

Battle Hymn

Battle Hymn

Hymn of Warriors

At 6th level, when you begin your hymn, you can call out to

the soul of a great warrior of the past. A Warrior Spirit appears

within 30 feet of you. It has the same statistics it would have if

you had cast the summon warrior spirit spell at a level equal

to your proficiency bonus, and behaves the same way as

described in the spell. You can use this ability once per long

rest. You are not considered to be casting a spell when you do

so, and you do not need to concentrate on the spell.

Prevention

Irate

At 6th level, when an allied creature within 30 feet of you is

reduced to 0 hit points, you can use your reaction to scream

out in protest. Your ally is reduced to 1 hit point instead and

regains an additional number of hit points equal to your level.

Additionally, all attack against its attacker are made with

advantage until the end of your next turn. Once you've used

this ability, you can't use it again until you complete a short or

long rest.

Irate Prevention

Irate Prevention

Irate Prevention

Hymn of Glory

At 10th level, your battle hymn inspires you. Your attacks with

melee weapons score a critical hit on a roll of 19-20 while you

can hear your battle hymn. In addition, when you score a

critical hit, you gain temporary hit points equal to double your

proficiency bonus.

Punishing Strike

At 10th level, when an enemy hits an allied creature with an

attack, you can use your reaction to make a weapon attack

against it. On a hit, the target has disadvantage on all attack

rolls against creatures other than you until the end of its turn.

Punishing Strike

Punishing Strike

Punishing Strike

Indomitable Hymn

At 14th level, your battle hymn suffuses you and other

warriors with even greater might. When you miss with a melee

weapon attack or fail on a saving throw, you can choose to hit

with the attack or succeed on the save instead. You can do so

once per short or long rest.

In addition, your allies can add your Rage Damage bonus to

their damage rolls twice per turn.

Fortified Strike

When you or an allied creature that has temporary hit points

from your Fortifying Rage hits with a weapon attack, it can

choose to expend a number of those temporary hit points

equal to its profiency bonus in order to deal an equal amount

of extra damage with its attack. A creature can only do so once

per turn.

Fortified Strike

Fortified Strike

Fortified Strike


Path of the Reaper

You serve the great reaper, making your blade an extension of

its scythe. Whether you willingly placed yourself under his

service, or you compromised into a partnership, you now

collect souls for the reaper.

Scythe

Reaper's

At 3rd level, you can channel the powers of the reaper when

you enter your rage. You gain resistance to necrotic damage

for the duration, and the blade of any weapon you are holding

elongates into the shape of a scythe, increasing your reach to

10 feet with any weapon attacks you make.

Reaper's Scythe

Reaper's Scythe

Reaper's Scythe

Keepsakes

Reaper's

Also at 3rd level, each time you kill an enemy creature that has

a CR higher than 0, your hit point maximum increases by 1.

Record the extra hit points you gain from this feature. If you

complete a long rest without having killed an enemy creature

with a CR higher than 0, the hit points you gain from this

feature reset to 0.

The hit points you gain from this feature can't ever exceed

your normal number of maximum hit points. For example, if

your normal hit point maximum is 50 hit points, you can only

have up to another 50 hit points extra, and not 51.

Reaper's Keepsakes

Reaper's Keepsakes

Reaper's Keepsakes

Customs

Deathly

At 6th level, you have become accustomed to death and the

circle of life. You have advantage on death saving throws.

Additionally, if you or another creature you can see within 30

feet of you succeeds on a death saving throw, you may allow it

to regain consciousness with 1 hit point, as if it had rolled a 20

on the save. Once you've used this ability, you can't do so

again until you complete a long rest.

Deathly Customs

Deathly Customs

Deathly Customs

Deadly Reaping

At 10th level, while you are raging your attacks score a critical

hit on a roll of 19-20 if you are wielding your scythe-like

weapon.

In addition, when you score a critical hit, you can choose to

deal necrotic damage instead of the normal type of damage

you deal. When you do so, you can regain a number of hit

points equal to one of the damage dice you've rolled. You

select which die after you see the results.

Deadly Reaping

Deadly Reaping

Deadly Reaping

Reaping Strike

At 14th level, when you hit a creature with a melee weapon

attack while you are raging, and you reduce it to less than half

of its maximum hit points, you can force it to make a death

saving throw. If the creature has legendary actions, or its CR is

higher than your level, it is immune to this effect. On a failure,

it dies. Once you've killed a creature using this ability, you

can't use it again until you complete a long rest.

Reaping Strike

Reaping Strike

Reaping Strike


Path of Ending

You are a living weapon constructed, molded or recruited in

the service of one of the most unknowable creatures in the

universe which promises to bring the eternal end of all things.

Ender's Designation

At 3rd level, you can use your bonus action to designate a

creature you can see within 60 feet of you and announce its

doom. When the designated creature dies, you gain temporary

hit points equal to your Constitution modifier. While a

creature is designated, you can't designate another creature

until the previous one dies or you complete a long rest.

Ender's Designation

Raging Doom

At 6th level, when you use your bonus action to enter your

rage, you can designate a creature within range as part of that

bonus action, even if you have another creature designated.

The creature immediately takes necrotic damage equal to

your level, which can't be reduced in any way. When you

designate a creature in this way, you can select one of the

following benefits which lasts as long as you are raging:

Raging Doom

Raging Doom

Any damage you deal to the creature can't be reduced in

any way.

You score a critical hit on a roll of 19-20 on the d20 when

you make a weapon attack against the designated

creature.

When a designated creature dies, any creatures of your

choice within 30 feet of it that saw it die must succeed on a

Wisdom saving throw (DC 8 + your proficiency bonus + your

Strength modifier) or become frightened of you for 1

minute. An affected creature can repeat the saving throw

at the end of each of its turns, ending the effect on itself on

a success.

When a designated creature moves away from you, it must

spend 2 feet of movement for every foot it moves, as the

universe itself prevents its escape.

Inescapable Demise

At 10th level, when you see an attack miss against a creature

you have designated, you can use your reaction to allow it to

hit instead. Once you've used this ability, you can't do so

again until you complete a long rest.

Inescapable Demise

Inescapable Demise

Hand of Doom

You are resilient against the implements of your master. You

gain resistance to necrotic damage, and your maximum hit

points can't be reduced.

Additionally, when you have a creature designated, you are

considered to always be raging in regards to it, even if you

haven't entered your rage. For example, you add your rage

damage bonus to damage rolls against it, but not against

other creatures, and you take half physical damage from it,

but not by other creatures.

Hand of Doom


Path of Martial Advantage

These barbarians not only rely on their internal rage to set

them apart as warriors, but also hone their martial arts

through persistent training. Known for their ability to

persevere in any environment and face any threat, their selfcontrol

sets them apart from other club-beating barbarians.

Self

Controlled

At 3rd level, when you are raging, your rage cannot end as a

result of you not having attacked a hostile creature since your

last turn or taken damage since then.

Controlled Self

Controlled Self

Controlled Self

Style

Fighting

At 3rd level, you gain a fighting style. Choose between blind

fighting, dueling, great weapon fighting, interception, thrown

weapon fighting, two-weapon fighting, or unarmed fighting.

Fighting Style

Fighting Style

Fighting Style

Martial Technique

At 3rd level, you learn one maneuver of your choice from

among those available to the Fighter's Battle Master

archetype. If a maneuver you use requires your target to make

a saving throw to resist the maneuver's effects, the saving

throw DC equals 8 + your proficiency bonus + your Strength or

Dexterity modifier (your choice).

You gain two superiority dice, which are a d6 (these dice are

added to any superiority dice you have from another source).

These dice are used to fuel your maneuvers. A superiority die

is expended when you use it. You regain your expended

superiority dice when you finish a short or long rest.

Martial Technique

Martial Technique

Martial Technique

Controlled Fury

At 6th level, when you use your reckless attack, you can

exercise martial control and gain the benefits of the feature

without its penalties. When you use your reckless attack,

attack rolls against you don't have advantage until your next

turn. You can use this feature a number of times equal to your

proficiency bonus. You regain all expended uses when you

complete a long rest.

Controlled Fury

Controlled Fury

Controlled Fury

Assault

Unabating

At 10th level, when you score a critical hit, you can regain an

expended superiority die. You can do so once per turn.

Additionally, when you use your controlled fury ability, your

attacks score a critical hit on a roll of 19-20.

Unabating Assault

Unabating Assault

Unabating Assault

Martial Mastery

At 14th level, when you hit a creature with a controlled fury

attack, you can choose whether to reroll one of your damage

dice (you can take either result), push the creature 5 feet away

from you, or force the creature to make a Strength saving

throw. On a failed save, the creature is knocked prone.

When you complete a long rest, you can switch the

maneuver you know from your martial technique trait for

another maneuver of your choice. In addition, when you use

your controlled fury ability, your attacks score a critical hit on

a roll of 18-20.

Martial Mastery

Martial Mastery

Martial Mastery


Path of Rhythm

You fight with time-kept determination and focus, bellowing a

ferocious rhythm in the form of growls or stomping,

coordinating a whole battle with your strikes.

Learned Rhythms

Starting at 3rd level, you gain proficiency with percussive

musical instruments, and the Performance skill.

Driving Rage

Starting at 3rd level, you can use body percussion, shouting

and growling to create a driving rhythm that enhances the

fighting abilities of allies around you. While you are raging,

any creatures of your choice within 30 feet of you have

advantage on Strength and Dexterity saving throws, as well as

Strength and Dexterity checks to initiate or escape a grapple,

and any checks they make as part of the Shove action.

Rhythm Break

At 6th level, you can switch your rhythm, allowing an

opportunity for the battle's rhythm to change as well. While

you are raging, you can use a bonus action to select a creature

that can hear you within 60 feet of you. If the creature is

willing, it can reroll its initiative roll, and select whether to

keep the new result, changing its place in the initiative order.

If the creature is unwilling, it must succeed on a Charisma

saving throw or it rerolls its initiative and you select whether

it keeps its new result. The DC is equal to 8 + double your

proficiency bonus.

After you've changed the initiative order of a creature, you

can't use this ability again until you rage again. If you use this

ability on a creature, but don't change its initiative order after

seeing its roll, you can use this ability again but not on the

same creature.

Percussive Ceremony

At 10th level, you can perform an invigorating percussive

ritual along with your allies for at least 1 minute. At the end of

your performance, you all gain 10 temporary hit points and

one of the following benefits of your choice which lasts for 1

minute. You can use this ability once per short or long rest.

You have advantage on initiative rolls.

Your speed is increased by 10 feet.

You have advantage on Athletics and Acrobatics checks.

You have advantage on Intimidation checks.

Pressing Rhythm

At 14th level, when an ally reduces a creature to 0 hit points

with a weapon attack, you can use your reaction to allow it to

make another weapon attack with its bonus action.

Additionally, while you are raging, you can use your bonus

action to select an allied creature and allow it to move up to

half of its movement speed without provoking attacks of

opportunity.

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