Barbarian
Base Class: Barbarian

Kuldjargh, literally known as "axe idiot" in Dwarvish are dwarf followers of the gods of war and take the Path of the Battlerager. The individuals who practiced this type of fighting were usually mentally unstable with a low life expectancy or basically a battle maniac. They specialize in wearing modified armor adorned with spikes and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. The Kuldjargh worshiped the Dwarven gods of war and many believed they channeled their god's spirit in battle. They are also under the impression that if they died in battle, their gods would resurrect them with increased strength. These beliefs allowed the Kuldjargh to fully immerse themselves into combat, as they had no fear of death. The Kuldjargh were mainly comprised of Dwarves, but over the years, many "axe idiots" from other races decided to adopt this way of fighting.

Spiked Armor Training

When you choose this path at 3rd level, you are taught how to use armors and shields at its full potential, you gain the ability to use them as a weapon.

You gain proficiency with Smith's Tools and Leatherworker's Tools, if you don't already have it. During a long rest you can modify a set of armor and shield that you are proficiency with, turning it into a set of spiked armor and spiked shield (See Crafting Table listed below on how much gold is spent to modify your current armor and shield). Modifying them in this manner prevents others from using them safely, as your modifications are specifically tailored to your use. You can remove this modification during a long rest. Due to you modifications, you also suffer no penalties for sleeping in armor.

While you are raging, you can use a bonus action to make one melee weapon attack against a target within 5 feet of you, from any spiked part of your modified armor (hand, foot, knee, etc.) or using your modified shield. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. This damage increases to 2d4 at 10th level.

Crafting Table

Name - Cost

Padded Armor - 1gp

Leather Armor - 2gp

Studded Leather Armor - 9gp

Hide Armor - 2gp

Chain Shirt - 10gp

Scale Mail - 10gp

Spiked Armor - 15gp

Breastplate - 80gp

Half Plate Armor - 150gp

Shield - 2gp

Barbed Brawler

The pain that your armor and shield has dealt and withstood has imbued it with minor magical properties.

Beginning at 6th level,  your attacks using your modified armor or modified shield count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, 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.

Heart of Carnage

Beginning at 10th level, driven to always be in the heart of combat, you push yourself to always reach it. you can take the Dash action as a bonus action while you are raging. If you choose to do so, you can make a single melee weapon attack with your modified armor or modified shield as part of the Dash action.

Additionally, while you are wearing your modified armor and are raging, you can forgo one of your attacks to attempt to grapple a target within 5 feet of you, regardless of size. If successful, the target is grappled and the spikes deal 1d4 plus your Strength modifier in piercing damage. If the target is two or more size categories larger than you, its movement is not restricted by this grapple.

God of War

Starting at 14th level, you get the ability to become a deadly barbed whirlwind, devastating all enemies near you.

You can use your action to make an attack using your modified armor or modified shield against any number of creatures within 5 feet of you, with a separate attack roll for each target. If the attack hits, it deal 2d4 piercing damage. You use your Strength modifier for the attack and damage rolls. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Additionally, at the start of each of your turns, you can deal piercing damage equal to your Strength modifier from your modified armor to one creature grappled by you.

Previous Versions

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