Barbarian
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.  Path of the Battlerager is no longer restricted to Dwarves, but can be trained in by any race willing (or dumb enough) to go through the rigorous training.

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 replace your weapon attacks with melee weapon attacks with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d6 piercing damage + your Strength modifier. This die increases to 1d8 at 5 level, 1d10 at 11 level and 1d12 at 18 level. You use your Strength modifier for the attack and damage rolls.  You gain proficiency in heavy armor.  In addition, during a short or long rest, you can convert any armor into spiked armor for the purposes of spiked armor attacks, while retaining the stats of the armor, including magical armor.  At level 11 the dice increses to 1d6 and at level 17 it increases to 1d8.

Additionally, when you use the Attack action to grapple a creature, the target takes 1d4 piercing damage if your grapple check succeeds.

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: 14 + Dexterity modifier (max 2)
Stealth: Disadvantage 
Weight: 45 lb.

Living Arsenal

Beginning at 3rd level you gain the ability to charge your armor with additional properties.  You gain a number of charges equal to your proficiency bonus to use a Living Arsenal Feature.  Choose one of the following features to enhance your armor.  Only one feature can be in affect at a time.  If the feature requires you to be raging, you can activate the feature when you rage and you can use the feature once per turn until your rage ends.  You gain additional features at 7th and 12th level.

Arsenal Features

Arsenal Features are listed below.

Blinding Rage

While you thrash violently while attacking causing your enemy to bleed profusely when struck by your armor spikes.  When hit a creature with your spiked armor, you force your target to have disadvantage on their next attack roll.  This effect lasts until the end of your next turn.

Spiked Retribution

When a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d6 + your Constitution modifier (minimum of 1) piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.

Concussive Roar

With a deafening bellow that vibrates through your very bones, you unleash a sonic shockwave that stuns your foes.  When you hit a creature within 5 feet with your spiked armor, you can choose to force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is stunned until the end of your next turn.

Crippling Cleave

Your armor transforms your blows into bone-shattering rends, leaving your enemies crippled with pain.  When you hit a creature with your spiked armor, you can choose to force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature's speed is reduced by half until the end of your next turn.

Thunderous Fury (7 Level or Higher)

Your rage crackles with electric energy, infusing your spiked armor with the power to disrupt your enemies' reactions.  While raging, when you hit a creature with your spiked armor, that creature has disadvantage on its next saving throw against a spell or effect that requires a reaction. This effect lasts until the end of your next turn.

Spark of Fear (7 Level or Higher)

Your electrified rage sends a jolt of fear through your enemies, making them hesitate and doubt their resolve.  While raging, as a bonus action, you can choose a creature within 15 feet of you that can see you. That creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is frightened of you until the end of your next turn.

Corrosive Blast (12 level or Higher)

Your rage infuses your spikes with acidic energy that eats away at your enemies' flesh. When you hit a creature with your spiked armor while raging, once per turn you deal an additional 1d8 acid damage and reduce the creature's speed by 10 feet until the end of its next turn.

Burning Barrage (12 level or Higher)

You unleash a fiery explosion from your armor, engulfing nearby enemies in flames. When you hit a creature with your spiked armor while raging, once per turn you deal an additional 1d6 fire damage, and all other creatures within 5 feet of you take half the fire damage.

Forceful Rupture (12 level or Higher)

Your rage charges your armor with raw, explosive energy. When you hit a creature with your spiked armor while raging, you deal an additional 1d8 force damage and push the creature 10 feet away from you.

Battlerager's Fury

Starting at 6 level melee weapon attacks made with the Battlerager’s spiked armor count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  Using your spiked armor for weapon attacks no longer require you to be raging.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to 1d6 + Barbarian level + 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.  Additionally as part of the Dash made in this way, if you move at least 10 feet, you can make a melee weapon attack with your helmet spike dealing [roll]2d6[/roll] piercing damage.

Fury's Reforge

Starting at level 10 as your rage burns bright, its heat intensifies upon taking a blow or facing adversity. When you take damage or fail a saving throw while raging, you can use your reaction to twist the energy of your fury, selecting a new Living Arsenal Feature to replace your current one.

Improved Spiked Retribution

Starting at 14th level, Spiked Retribution doesn’t count against one of your Living Arsenal choices.  When a creature within 5 feet of you hits you with a melee attack, the attacker takes [roll]1d6[/roll] + Constitution modifier piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.

Perfect Living Weapon

You have become a living weapon, your every rage-fueled movement wielding the power of your spiked armor. Starting at 14 level, while raging, you can choose and benefit from the effects of two Living Arsenal features simultaneously. However, you can trigger only one effect per weapon attack with your spiked armor.

 

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