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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.