This website and content do not in
any way represent Wizards of the Coast.
This content is free and
fan-made.

Dungeons and Dragons and D&D are copyright of Wizards of the Coast.

Link for All-PDFs.zip,
Foundry Modules.zip

Example Character: Barbarian / Leader

Example Character: Barbarian / Leader

The Leader Prestige Class — which will be part of the Legends of Prestige and Prowess compendium — will be previewed in its entirety on this website in the coming days (EDIT: It’s up!). However, I thought in the meantime I could give you all a small taste by presenting the first of the example characters I have planned for the Leader. The idea behind example characters for prestige classes is that just a small selection of character choices can illustrate the power, flexibility, and theming of a prestige class in ways that simply seeing the material often can’t. I’m excited to announce that for the Leader, there will be an example character based on every published 5e class — starting, of course, with this barbarian example.

The Warchief is what I’m calling this example character that’s a multiclass Barbarian/Leader. This PC is level 11, which is around the same level as most example characters. It doesn’t particularly matter what the ability scores of the Warchief are beyond satisfying the Leader prerequisites for the purposes of the example, as we’ll see. So how is this PC built?

For a start, the Warchief is 6 levels of Barbarian and 5 levels of Leader. That means that the Warchief is missing out on some potent Barbarian class features and bigger hit dice already as a result of such a deep investment in Leader (there’s almost no faster way to max out the prestige class, since Leader level 1 can be your 6th level at the earliest, and this is the 7th). As the PC levels, they will gain access to those features in time, but if the campaign ends at level 20, the Warchief will pay the price of missing those last 5 levels of Barbarian, including infinite rages and +4 to Strength and Constitution. However, the Warchief will gain much in Leader features and can be built in such a way as to highlight the advantages it has gained.

This Barbarian started with proficiency in the Intimidation skill, with an 11 in Wisdom and a 13 in Charisma, all because the player both wanted a barbarian that could command others and because they anticipated multiclassing into Leader. Perhaps they have the usual 8 Intelligence that comes with being a Barbarian — it isn’t required to be a Leader. The Barbarian subclass of choice is the Path of the Totem Warrior, and the 3rd level selection is Wolf, so that the Warchief can already give their allies advantage on weapon attacks when raging before even taking any Leader levels. The 6th level feature is less impactful, but to keep the theming we’ll select Elk, the only one that buffs allies.

Knowing that they are already slanted more towards support than the average barbarian, the Warchief decides to wield a battleaxe and shield, rather than opting for a two-handed weapon. At 4th level, the Warchief takes an increase to Strength or Constitution rather than taking the Great Weapon Master feat. When the Warchief reaches 7th level, they put that 7th level into Leader, as they finally meet all the requirements. This includes the requirement of commanding others — but perhaps the Warchief managed to complete a narrative quest to regain control of their home tribe from their father or something. Regardless, when the Warchief gains their first Leader level, they select two Stratagems:

Battle Cry
You can choose to use this stratagem at the start of your turn. Choose up to a number of allies equal to twice your leader level that are within 60 feet of you. Until the start of your next turn, those allies have advantage on saving throws to resist being frightened, and when they make an ability check to grapple, shove, or overrun, they gain a bonus to the roll equal to your leader level.

Direct the Assault
You can use a bonus action on your turn to draw attention to one creature that you can see which you already hit with a weapon attack this turn. Until the start of your next turn, when an ally hits the target with a weapon attack, they gain a bonus to the damage roll equal to 1 + half your proficiency bonus. This can only affect up to a number of weapon attacks equal to 1 + your leader level.

As with all Stratagems, the Warchief can only use one per round, despite the abilities being at-will. Once they’ve used a Stratagem, they cannot use another until the start of their next turn. The Warchief will probably be using Direct the Assault on most turns with their free bonus action, synergizing with the advantage they grant allies via their Wolf barbarian rage feature — all in addition to the two attacks each turn the Warchief was already making. But when the threat of the frightened condition menaces the Warchief’s allies, or when those allies need to bust through a battle formation or hold someone down, the Warchief opts to use Battle Cry instead. It can also be used on turns when the Warchief’s bonus action will already be used — like the turn they activate their barbarian rage — when Direct the Assault can’t.

The next choice for Leaders is at 3rd level, when the Warchief must select options for Leadership Expertise and a third Stratagem. The Warchief wants to continue using fear as their method of commanding others, so they take expertise in Intimidation, of course, and pick up Frontline Commander to synergize further with the barbarian’s Fast Movement feature. For a third Stratagem, the Warchief selects Inspiring Word:

Inspiring Word
You can use a bonus action to grant one ally within 30 feet temporary hit points equal to 1d4 + half your proficiency bonus, or you can use an action to grant that ally temporary hit points equal to 1d4 + your leader level + your proficiency bonus. These temporary hit points disappear at the start of your next turn. When you reach 3rd level, the die rolled increases to 1d6, and at 5th level it increases again to 1d8.

Not only is this defensive stratagem another thematic choice for the Warchief who believes in inspiration through fear, but it also gives them an option to use when they planned to use Direct the Assault but missed with both attacks on their turn. The Warchief considers taking Hold the Line, but since they already grant allies advantage through their barbarian rage, they decide against it. They also consider Sound the Charge/Retreat, but decide that since an action-based stratagem will prevent them from attacking on the turn its used, making it possible to lose their rage, they also decide against that one. Lead By Example also seems tempting for a frontline warrior like the Warchief, but given that the barbarian rage’s damage resistance will often cut its effects in half, this too is turned down.

At the 5th and final Leader level, the Warchief must select a Leader’s Presence capstone, as well as choose a 4th stratagem. The Warchief selects the thematic Riotous Presence, which also synergizes well with the advantage on weapon attacks that the Warchief has and grants to their allies, since it triggers off of critical hits. Woe to the fools who end up on the other end of the riotous horde led by this barbarian leader. For a final stratagem, the Warchief chooses Positive/Negative Reinforcement, as it fits with the theme (imagine the Warchief chortling when their allies smash you) and can be used on turns when the bonus action is occupied by raging:

Positive/Negative Reinforcement
When an ally deals damage to a creature, so long as either the ally or the creature are within 60 feet of you, you can use your reaction to recognize your ally's accomplishment or add insult to the enemy's injury. You increase the damage that the creature took by 1d4 + your leader level. When you reach 3rd level, the die rolled increases to 1d6, and at 5th level it increases again to 1d8.

Now the Warchief is level 11, but only a level 6 Barbarian. Those 5 missing Barbarian levels won’t result in any missing rages per day at level 11, but as the Warchief gains levels they will end up with fewer rages eventually, starting at the next level. In the meantime, they’re missing Feral Instict, Brutal Critical, a 10th level subclass feature, and the potent Relentless Rage, as well as +1 to rage damage. They also have 5 d8 hit dice from the Leader instead of 5 d12 from the Barbarian, giving them hit points similar to a fighter. In just a few levels they’ll gain Feral Instict, but they’ll then also be missing a rage or two and their powerful 14th level subclass feature. The benefits of multiclassing into a Prestige Class can be well worth it, but that doesn’t mean that they don’t come at a steep price!

The Warchief at level 11 does less damage than the usual barbarian, but wielding a shield and focusing more on defense doesn’t prevent them from supporting their allies in potent and constant ways! It’s a great example of how the prestige classes in D&D Unleashed can be mixed into your normal classes and subclasses to whatever degree you want to create new thematic character concepts out of the combination!

New Spells: Minor Blood Magic II

New Spells: Minor Blood Magic II

New Spells for Arcane Tricksters

New Spells for Arcane Tricksters