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.
Restriction: Dwarves Only
Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon.
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 against a target within 5 feet of you. If the attack hits, the spikes deal 2d4 +STR piercing damage. You use your Strength modifier for the attack and damage rolls. At Level 10 Spiked armor damage increases to 2d8+str
Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. While grappling a creature, you can use one action or 1 bonus action to attack with your spiked armor. (Must use at least 1 Action to maintain grappling the creature) For each consecutive round of grappling a creature increase the damage of your spiked armor by an additional 1d4. (1d8 at lvl 10)
SPIKED ARMOR
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Cost: 75 gp
AC: 15 + Dexterity modifier (max 3)
Stealth: Disadvantage
Weight: 45 lb.
Reckless Abandonment
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. Carrying a single creature no longer halves movement speed, (must be of similar size or smaller)
Once per round
- if you move 20 feet toward a creature you may attempt to attack them with your spiked armor taking damage equal to your proficiency modifier.
- You may also attempt to knock them prone requiring a STR saving throw (DC=8+proficency Mod. + STR)
- Can only do so up to your CON modifier
Spiked Retribution
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 proficiency modifier if you are raging, aren’t incapacitated, and are wearing spiked armor.
- Whenever a creature escapes your grapple or restraint they take your spiked armor damage including any additional dice for each consecutive grapple
- Every time an enemy dies gain 15 Temporary Hitpoints
Risky Business
At 6th level when successfully grappling a creature, you may use an action to make another contested Athletics check against the grappled creature: (Can only restrain creatures of similar size or smaller)
On a success: the creature is inflicted with the restrained condition
- While restraining a creature in this way all melee attacks on the restrainer are at advantage and DEX saving throws are made at disadvantage
On a failure: The grappled creature slips away and is no longer grappled
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