Base Class: Barbarian
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. Recently Dwarves have shared their teachings to outsiders
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. In addition the Spiked armor’s Dexterity max is removed for you.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage, The Attack's damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4). You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes 1d4 piercing damage, The Attack's damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4)., if your grapple check succeeds.
Spiked Retribution
Starting at 3rd level, when a creature hits you with a melee attack, the attacker takes 1d4 piercing damage, if you are raging, aren't incapacitated, and are wearing spiked armor. The Attack's damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4)
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to half your Class level, rounded down, plus your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. In addition your armor counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Battlerager Charge
Beginning at 10th level, as a standard and move action, you can move in a straight line damaging everyone within a 5 foot area of your path. You can move into enemy spaces, but must end your turn on an unoccupied space. The target takes 3d4 piercing damage on a failed Dexterity saving throw and half as much damage on a successful one.
This ability gains an additional die of damage at 14th level.
Adaptive Resistance
Starting at 14th level, while raging, any damage type you were dealt, you will become resistant to after the initial attack. These resistances persist until you stop raging.
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