Enter a Rage so inciting it spurs on your allies.
You can use Inciting Howl, and your allies have
Advantage on melee
Attack rolls against enemies within
2 m / 7 ft of you.
Throw all caution in the wind to gain Advantage on your melee
Attack roll.
Until your next turn, you have Advantage on all Attack Rolls, but enemies also have Advantage on Attack Rolls against you.
Deal an extra 1d6 damage to a foe you have Advantage against.
Also works if you have an ally within 1.5 m / 5 ft of the target and you don't have Disadvantage.
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