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Path of the War Singer

Few tell a tale as grand as the nomadic skjalds. Though most do it through song or reenactments, there are some warriors who take the stories of their ancestors from the campfire and bring them into battle. These songs speak of fury and glory, and they can sway the course of a fight, frightening or rallying those there to bear witness to the glory of a raging War Singer.

Path of the War Singer Features
Barbarian Level Feature
3rd Battlecry
6th Bane of Silence
10th Quivering Strike
14th Commanding Boom

Battlecry

When choosing this path at 3rd level, your voice soars over the chaos of battle, piercing into the minds of your enemies or rallying your allies to fight harder. You learn 2 war songs upon picking this path. The available war songs are detailed at the end of this subclass, and you learn additional war songs as you level, picking 1 additional war song at 6th, 10th, and 14th level. Each time you learn a new war song, you can also replace a war song you know with a different one.

Using a war song requires the use of a battlecry, which can only be used while you are raging. You have a number of battlecries equal to your Constitution modifier, and you regain all expended battlecries upon finishing a short or long rest. A battlecry can be expended as a bonus action, and the use of a battlecry counts as an attack for the purposes of maintaining your rage. Ongoing war song effects, such as the effect of Mountainmen’s Rally, seize when your rage ends.

Occasionally, the power of your war songs will require a saving throw to resist its effects. The saving throw DC is calculated as follows: War Song DC = 8 + your proficiency bonus + your Constitution modifier.

Bane of Silence

Starting at 6th level, your voice becomes impossible to quench. Magically induced silence has no effect on your war songs, deafened creatures are still effected by them, and you ignore resistances to thunder damage.

Quivering Strike

Beginning at 10th level, the resonance of your voice carries over to your attacks. After using a war song, all melee weapon attacks you make before the end of your turn deals an extra 1d4 thunder damage.

Commanding Boom

Starting at 14th level, your voice can be heard across the far reaches of the battlefield. The distance of your war songs is doubled, and you may use a battlecry when you first enter a rage as a free action.

War Songs

The war songs are presented in alphabetical order.

Bearkiller’s Roar. You steel yourself against oncoming attacks. You have resistance to all damage until the beginning of your next turn.

Caw of the Thunderbird. You target one creature within 15 feet of you and force them to make a Constitution saving throw. The creature takes 1d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Cheer from the Skjald. Choose a number of creatures up to your Charisma modifier within 15 feet of you. These creatures have advantage on the next weapon attack they make before the beginning of your next turn and on the next saving throw they make before the beginning of your next turn.

Mountainmen’s Rally. You let out a shout, making your companions stand stalwart against your foes. Allies within 15 feet of you have advantage on the next Strength, Dexterity, or Constitution saving throw they make that would move them, knock them prone, or stun them.

Myth of the Magebreaker. You know how to shatter certain magical effects. Choose one creature who is under the effect of a spell within 30 feet of you. If the spell is of 4th level or lower, the creature must make a Constitution saving throw. On a failed save, the spell on the target ends. On a successful save, you take 1d6 psychic damage. This damage increases with 1d6 for each level the spell was over 1st. If the spell is 5th level or higher or the creature was not under the effect of a spell, your war song has no effect and you take no damage, but the battlecry is still expended.

Sonic Defender. A wave of force booms out from you. One large or smaller creature within 5 feet of you must succeed on a Strength saving throw or be pushed back 10 feet and knocked prone.

Spelldancer’s Whisper. You are able to ready yourself against an oncoming magical effect. You have advantage on the next saving throw you make that originates from a spell.

Tale of the Blood Eagle. Your battlecry brings ferocity to your allies. All allies within 5 feet of you gain a bonus to melee weapon damage equal to your proficiency bonus until the beginning of your next turn.

Trembling Taunt. Choose one humanoid you can see within 30 feet of you to make your quarry and force them to make a Wisdom saving throw. On a failed save, the humanoid becomes focused on you and seeks to do battle with you. On the humanoid’s next turn, it must use its movement to come as close to you as possible by the safest, most direct route.

Trickster’s Shout. Your war song confuses a nearby enemy. Choose a number of creatures up to your Charisma modifier within 30 feet of you. The chosen creatures must succeed on a Wisdom saving throw, or lose their reactions until the beginning of your next turn.

Warming Chant. A deep, warm song trembles out from you, soothing your nearby allies. All allies within 5 feet of you regains a number of hit points equal to your proficiency bonus.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen