Barbarian
Base Class: Barbarian

Battleragers were a type of dwarf warrior whose combat style relied on raw instinct, anger, and physical strength. The individuals who practiced this type of fighting were usually mentally unstable with a low life expectancy. 

Battlerager Armor

Beginning at 3rd level, you gain proficiency in Smith’s Tools and Leatherworker’s Tools. If you already have proficiency in either of those you instead gain proficiency in another Artisan’s Tool of your choice. 

You gain the ability to both make and wear Battlerager Armor. During a long rest, you can convert any suit of non-magical or magical light or medium armor to Battlerager Armor. The armor will retain all its original properties (including enchantments and magical effects, if any). You can only have one suit of Battlerager Armor at any time, any previous suit of Battlerager Armor will lose its special properties if you create a new one.

Battleragers of Dwarven descent have a special affinity for this Barbarian Path. A dwarven Battlerager can convert a suit of magical or non-magical heavy armor to Battlerager Armor. This suit of armor will retain all its original properties, except that it will count as medium armor for all of your Barbarian abilities.

It is not possible for your Battlerager Armor to be removed without your consent.

While wearing Battlerager Armor, Battleragers gain a number of benefits:

  • You can make special attacks with your armor spikes – armor strikes. These armor strikes count as simple melee weapons that do 1d8 piercing damage and use your Strength modifier for the hit and damage rolls. If your armor is magical, these strikes will also count as magical, and any bonuses to the enchantment level of the armor will be applied to these strikes, for example +1 armor will strike as a +1 weapon for the purposes of attack and damage rolls. 
  • You can choose to make unarmed strikes with armor strikes instead. 
  • While raging you can make a bonus action armor strike. 
  • When you successfully grapple a creature or a creature successfully grapples, engulfs or swallows you the creature takes damage equal to an armor strike. Any creature you have grappled at the start of your turn takes 1d8 damage.
  • You gain proficiency in Intimidation if you don’t already have it. While raging, you have advantage on Intimidation skill checks.

Battle Drive

Beginning at 6th level, when you use the Dash action, you can move through spaces occupied by other creatures that are the same size as you or smaller as if they were difficult terrain. If you end your turn in a space occupied by another creature after using the Dash action, you instead end your turn in the most recent unoccupied space that you moved through during your turn (your choice if several spaces qualify), or to the nearest unoccupied space if no other spaces qualify.

You deal piercing damage equal to your Proficiency Bonus and Rage Damage Bonus to any creature whose space you move through when you Dash in this way. You can deal damage to a creature in this way with Battlerager Charge once per round.

Reckless Fury

Beginning at 10th level, when you use Reckless Attack while raging and wearing spiked armor, you also gain temporary hitpoints equal to your Constitution modifier (minimum 1). You also benefit from half cover until the start of your next turn after you use Reckless Attack while you continue raging and are not incapacitatedThe temporary hitpoints vanish if any of them are left when your rage ends.

Beginning at 14th level the temporary hitpoint bonus increases to Double you Constitution Modifier (minimum of 1) + your Proficiency Modifier.

Unstoppable Object

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your Strength Modifier if you are raging, aren’t incapacitated, and are wearing spiked armor.

Additionally, all melee attacks you make against targets within five feet of you allow you to attempt one free grapple action a round. If this grapple succeeds you may automatically deal damage to the grappled opponent equal to your Strength and Constitution Modifiers.

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