# Path of the Warchief Orcs rarely live to see fifty. It is not because they have a sickly nature. Far from it actually. They have some of the strongest constitutions among all the races. In fact, only Dwarves and Goliaths could compete with them. Life in an orc horde breds some of the toughest and fearsome warriors that many will have the displeasure of facing. In order to lead such fearsome warriors, one has to be toughest of the tough just to stand a chance. These Warchiefs are, and must be,a powerful presence on the battlefield as they fight and inspire thier warriors. Credit: Rafael Gallardo - https://www.artstation.com/rafaga ## Restrictions This path is restricted to Half-Orcs, Orcs, and Goliaths (See **Volo's** or **Eberron: Rising from the Last War**) ## Orcish Leadership A true warchief doesn't hesitate or command from the rear like a coward. Starting when you choose this path at 3rd level, you can add your Charisma modifier to your initiative rolls (minimum of one). ## Let them hate You know how to keep your soilders in line, if they know what's good for them they will when you're through with them. Starting at 3rd level when you choose this path, you gain proficiency in the itimidations skill if you don't already have it. If you do, you can double your Proficiency Bonus whenever you make an itimidation skill check. ## Towering Presence Starting 3rd level, you exhude a commanding aura that drive your followers to greatness. While raging any friendly creature within 5ft gains a bonus to their attack and damage rolls equal to your Charisma modifier (minimum of one). This last as long as you're raging and ends if your rage ends early. The range of your aura increase to 10ft at 6th level, 15ft at 10th level, and 30ft at 14th level ## Reckless Inspiration Starting at 6th level, whenever you score a critical hit with your reckless attack feature any friendly creature within 30ft that saw the hit can also gain advantage on thier attacks on thier turn if they so chose. However all attacks against them also have advantage for that round. ## Warchief's Fearless Presence Beginning at level 10, your Inspiring Presence now grants a bonus to Wisdom saving throws against being charmed or frightened equal to your charisma (CHA) modifier (minimum of one) ## Warchief's Battle Cry Starting at 14th level you can let a mighty bellow to welcome the challenge you've been presented with and bolster those around you. While raging and as an action, each friendly creature that is within 30 feet that can hear you gains temporary hit points equal to half your barbarian level plus your CHA modifier. Once you use this feature you finish a long rest before you can use it again. Credit: omid sharif - https://www.artstation.com/omid_sharif