With the recent launch of Diablo IV, players take on the role of one of five classes in the game: barbarian, druid, rogue, sorcerer, or warlock. These classes bear a notable resemblance to their 5E counterparts (and those in Tales of the Valiant!).
The game offers a selection of abilities and powers. If you find yourself wanting a 5E character modeled after a Diablo IV character, try a barbarian subclass inspired by their features!
This subclass takes inspiration from the game’s barbarian class features without exactly replicating all of its abilities. This subclass reimagines the “shout” and “cry” abilities the Diablo IV barbarian has.
As a note, since Diablo IV abilities are almost entirely focused on combat, this is generally reflected in this subclass and others in the series.
Path of the Battle Cry
A barbarian who follows the Path of the Battle Cry learns to harness the fury and strength inside of them and release it using the power of their voice.
Unlike bards, who practice control and precision and use their abilities in sometimes subtle ways, barbarians of this path rely on raw power and volume, tapping into the rage that fuels their martial prowess. Many such barbarians don’t even use words or language when making their cries, instead relying purely on sound and tone to affect those around them.
When a barbarian begins learning this path’s teachings, one of the first things they must discover is the sound that resonates within and that can carry their power. They must then learn how to make that sound, how to form it into an utterance. Novices on the path spend hours in meditation, or in battle, seeking out that essential sound.
For some, it takes the form of chanting or song, while for others it can manifest as savage insults or bestial roars. Some barbarians spin sweet melodies, while others loose dissonant howls. Whatever the utterance, a barbarian must find what fits for them, what sound best expresses their power and rage and carries it to others.
Because a Battle Cry barbarian’s abilities are fueled by their voice, a spellcaster with the silence spell can neutralize all of them. On these rare occasions, a barbarian typically relies on their speed to leave the affected area, and uses their rage and skill in combat, targeting the source of the silence to end it.
Beginning at 3rd level, you greatly increase the power and volume of your voice and learn to use it to channel your inner fury. You gain proficiency in the Intimidation skill if you don’t already have it. When using a class ability that utilizes your voice, the save DC is equal to 8 + your proficiency bonus + your Constitution modifier.
Also at 3rd level, when you’re raging, you can shout a challenge, taunt, or insult that unsettles and unnerves your enemies. As an action, choose a number of creatures within 60 feet of you that can hear you up to your proficiency bonus. Each affected creature must make a Charisma saving throw. On a failed saving throw, a creature has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
At 6th level, you can use the power of your voice to rally your allies. As a bonus action, you shout out words or sounds of encouragement. Choose a number of allied creatures within 60 feet of you that can hear you up to your proficiency bonus. Each chosen creature gains temporary hit points equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
At 10th level, as a bonus action, you can bellow a stirring and chilling war cry that spurs your allies on in battle. Choose a number of allied creatures within 60 feet of you that can hear you up to your proficiency bonus. Each chosen creature gains advantage on attack rolls until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
At 14th level, when you’re raging, you can unleash all of your fury in a roar. As an action, choose a number of creatures within 60 feet of you that can hear you up to your proficiency bonus. Each affected creature must make a Charisma saving throw. On a failed save, a creature is 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 a success. Once you use this feature, you can’t use it again until you finish a short or long rest.