Silvanshei
2015-08-02, 12:53 PM
This is my second conversion to 5e for my campaign. I think the warcries are not really balanced at this point, but not sure in which direction. Any help/opinions would be appreciated.
Warcry
Beginning at 3rd level, you learn two warcries, which are detailed under "Warcries" below. You learn an additional warcry at 7th, 10th, and 14th level. Unless otherwise stated, you can use a warcry as a bonus action during a rage. Due to the stress these cause to your vocal cords, you can only use a number of warcries equal to your Constitution modifier. You regain all of your expended uses when you finish a short or long rest. Some warcries require your target to make a saving throw to resist the warcries affects. The saving throw DC is calculated as 8 + your proficiency bonus + your Constitution modifier.
Echoing Blades
Starting at 6th level, using unique breathing techniques you can hold your breathe for twice as long as normal.
Pranayama
At 10th level, your weapons resonate with your voice. After using any warcry, the melee attacks that you make deals an additional 1d6 thunder damage until you the end of your turn.
Powerful Voice
Starting at 14th level, your mighty voice can be heard for great distances. The range for all warcries doubles. You can also use a warcry without using your bonus action once. You may not use this ability again until after a short rest.
Warcries
The warcries are presented in alphabetical order. If a warcry requires a level, you must be that level in this class to learn the warcry.
Battle Command (10th Level Required): You command your allies in battle. Choose an ally within 15 feet. They gain a +2 bonus to AC, has advantage on Dexterity saving throws, and an additional action on its next turn. You may target an additional ally at 14th level.
Battlecry: With this warcry you bolster your allies, granting them additional damage with melee weapons. All allies within 15 feet gain a bonus equal to half your proficiency bonus on all melee weapon damage rolls until the start of your next turn. This bonus increases to your proficiency bonus at 10th level.
Battle Orders (14th Level Required): You order you allies around, making them harder to pin down. All allies within 15 feet gain the benefits of a freedom of movement spell for 3 rounds.
Bellow: You release a bellow so loud it actually causes physical harm. You deal 1d8 + Constitution modifier thunder damage to all creatures in a 15 foot cone. A successful Constitution saving throw halves this damage. The damage increases by 1d8 at 7th, 10th, and 14th level.
Call to arms: Your instinct kicks in as you call you allies to prepare for battle. This warcry may be used at the start of combat before initiative is rolled so long as you are not surprised. All allies within 15 feet gain advantage on their initiative rolls. This warcry may be used while not raging.
Cheer: You cheer on you allies. All allies within 15 feet gain advantage on their next saving throw made for 1 minute.
Howl (7th Level Required): This howl dazes those caught in its blast. All creatures within a 15 foot cone must make a Constitution save or be slowed, as per the slow spell, for their next turn.
Invigorating Roar (7th Level Required) This warcry fills your allies with vigor, granting them temporary hit points. You spend one Hit Die and all allies within 15 feet gain temporary hit points equal to the roll. These hit points last for 1 minute. You may spend an additional Hit Die at 7th, 10th, and 14th level.
Piercing Scream (10th Level Required): This warcry is able to shatter the very essence of magic. Choose one creature, object, or magical effect within 30 feet. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a constitution check. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Scream (7th Level Required): This warcry fills your opponents with dread. All enemies within a 15 foot cone must make a Wisdom saving throw or drop what they are wielding and become frightened until the end of your next turn.
Shout: You shout at your enemies knocking them back. All creatures in a 15 ft. cone must make a Strength check or be knocked back 10 feet. This distance increases to 20 feet at 9th level, and again to 30 feet at 17th level. If an object prevents the creature from moving the whole distance, they take 1d6 damage per 5 feet that they could not move Any creature pushed back at least 20 feet also fall prone.
Shriek: This ear piercing shriek dazes the enemy. All enemies within a 15 foot cone must make a Constitution check or have disadvantage on their next ability check, attack roll, or saving throw.
Wail (14h Level Required): You release a terrible wail, paralyzing those in front of you. All creatures within a 15 foot cone must make a Wisdom save or be paralyzed until the end of your next turn.
EDIT: changed the primary stat to Constitution, like it was supposed to be. Reworded some warcries to make them more understandable.
Warcry
Beginning at 3rd level, you learn two warcries, which are detailed under "Warcries" below. You learn an additional warcry at 7th, 10th, and 14th level. Unless otherwise stated, you can use a warcry as a bonus action during a rage. Due to the stress these cause to your vocal cords, you can only use a number of warcries equal to your Constitution modifier. You regain all of your expended uses when you finish a short or long rest. Some warcries require your target to make a saving throw to resist the warcries affects. The saving throw DC is calculated as 8 + your proficiency bonus + your Constitution modifier.
Echoing Blades
Starting at 6th level, using unique breathing techniques you can hold your breathe for twice as long as normal.
Pranayama
At 10th level, your weapons resonate with your voice. After using any warcry, the melee attacks that you make deals an additional 1d6 thunder damage until you the end of your turn.
Powerful Voice
Starting at 14th level, your mighty voice can be heard for great distances. The range for all warcries doubles. You can also use a warcry without using your bonus action once. You may not use this ability again until after a short rest.
Warcries
The warcries are presented in alphabetical order. If a warcry requires a level, you must be that level in this class to learn the warcry.
Battle Command (10th Level Required): You command your allies in battle. Choose an ally within 15 feet. They gain a +2 bonus to AC, has advantage on Dexterity saving throws, and an additional action on its next turn. You may target an additional ally at 14th level.
Battlecry: With this warcry you bolster your allies, granting them additional damage with melee weapons. All allies within 15 feet gain a bonus equal to half your proficiency bonus on all melee weapon damage rolls until the start of your next turn. This bonus increases to your proficiency bonus at 10th level.
Battle Orders (14th Level Required): You order you allies around, making them harder to pin down. All allies within 15 feet gain the benefits of a freedom of movement spell for 3 rounds.
Bellow: You release a bellow so loud it actually causes physical harm. You deal 1d8 + Constitution modifier thunder damage to all creatures in a 15 foot cone. A successful Constitution saving throw halves this damage. The damage increases by 1d8 at 7th, 10th, and 14th level.
Call to arms: Your instinct kicks in as you call you allies to prepare for battle. This warcry may be used at the start of combat before initiative is rolled so long as you are not surprised. All allies within 15 feet gain advantage on their initiative rolls. This warcry may be used while not raging.
Cheer: You cheer on you allies. All allies within 15 feet gain advantage on their next saving throw made for 1 minute.
Howl (7th Level Required): This howl dazes those caught in its blast. All creatures within a 15 foot cone must make a Constitution save or be slowed, as per the slow spell, for their next turn.
Invigorating Roar (7th Level Required) This warcry fills your allies with vigor, granting them temporary hit points. You spend one Hit Die and all allies within 15 feet gain temporary hit points equal to the roll. These hit points last for 1 minute. You may spend an additional Hit Die at 7th, 10th, and 14th level.
Piercing Scream (10th Level Required): This warcry is able to shatter the very essence of magic. Choose one creature, object, or magical effect within 30 feet. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a constitution check. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Scream (7th Level Required): This warcry fills your opponents with dread. All enemies within a 15 foot cone must make a Wisdom saving throw or drop what they are wielding and become frightened until the end of your next turn.
Shout: You shout at your enemies knocking them back. All creatures in a 15 ft. cone must make a Strength check or be knocked back 10 feet. This distance increases to 20 feet at 9th level, and again to 30 feet at 17th level. If an object prevents the creature from moving the whole distance, they take 1d6 damage per 5 feet that they could not move Any creature pushed back at least 20 feet also fall prone.
Shriek: This ear piercing shriek dazes the enemy. All enemies within a 15 foot cone must make a Constitution check or have disadvantage on their next ability check, attack roll, or saving throw.
Wail (14h Level Required): You release a terrible wail, paralyzing those in front of you. All creatures within a 15 foot cone must make a Wisdom save or be paralyzed until the end of your next turn.
EDIT: changed the primary stat to Constitution, like it was supposed to be. Reworded some warcries to make them more understandable.