Bloodsworn Chieftain

Barbarian Primal Path

The savage northern tribes are ruled over by any who can seize power and maintain control of his clan through strength of arms and impressive deed. Different chieftains ascend to power by different means, but most share certain characteristics in common: strength of purpose set to a common cause, the strength of personality to unite his tribe, and the strength of body to accomplish their lofty goals.

Strength from Blood

Starting when you choose this path at 3rd level, whenever you hit an opponent with a melee attack while you are raging you can grant 1d4 temporary hitpoints to you or an ally within 10 feet.

Demoralizing Slaughter

Beginning at 6th level, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one while raging, any enemy within 20’ who can see you must make a Will saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, it is frightened of you until the end of your next turn.

War Cry

Beginning at 10th level, after hitting an enemy with an attack while raging you can use a bonus action to let loose a war cry that rallies your allies. You and all allies within 30 feet who can see and hear you heal a number of hit points equal to 2d6 + your Charisma modifiers. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Shout of Valor

Starting at 14th level, when you use your War Cry ability you end any effect causing any allies within 30 feet to be frightened or charmed.