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. Though dwarves are usually the ones outfitted to become Kuldjargh, there have been those that have been accepted enough by Dwarven society to fulfill such a niche role.
Battlerager Armor
When you choose this path at 3rd level you gain the ability to use your spiked armor as a weapon. While wearing spiked armor, your AC is 14 + CON mod. While you are wearing spiked armor, you can use a bonus action to make one melee weapon attack with said armor against a target within 5ft of you. If it hits, it deals 1d4+STR piercing damage. This damage increases when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4). Additionally, when you use the attack action to grapple a creature, the target takes 1d4 piercing damage if your grapple check succeeds. This damage increases when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4). A grappled target takes the damage at the start of their turn before they are allowed to break the grapple.
Combat Rage
When you choose this archetype at 3rd level, you learn gambits that are fueled by special dice called “rage dice”. You begin with 4 "Rage Dice" which are d8s. A "Rage Die" is expended when you use a gambit. You regain all of your expended "Rage Dice" when you finish a short or long rest. You gain another "Rage Die" at 6th level, and again at 10th and 14th level. Some gambits require your target to make a saving throw to resist the gambit's effects. The DC is calculated as follows: DC = 8 + Prof + STR or CON mod (your choice).
Barbed
When a creature hits you with a melee attack, you can use your reaction and expend one rage die to make an attack against the creature with your spiked armour. If you hit, you add the rage die to the attack’s damage roll.
Bloodlust
When you make an initiative roll, you can expend one rage die to embolden yourself and a number of allies equal to your Charisma modifier (minimum of 1) and add the die to the roll, provided you aren’t incapacitated.
Brawler's Spirit
Immediately after you hit a creature with a melee attack on your turn, you can expend one rage die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the rage die to your Strength (Athletics) check.
Cowering Strike
When you hit a creature with a weapon attack, you can expend one rage die to attempt to frighten the target. You add the rage die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Dig Deep
When you take the Dodge action in combat, roll the rage die. You can spend one Hit Die to heal yourself. Roll the die, add the rage die and your Constitution modifier, and regain a number of hit points equal to the total.
Excessive Force
Before you make a weapon attack roll against a creature, you can choose to take a -5 penalty to the attack roll and expend one rage die. If the attack hits, you add +5 and the number rolled to the attack’s damage. You can use this gambit before making the attack roll, but before any effects of the attack are applied.
Hounding Attack
When you hit a creature with a weapon attack, you can expend one rage die to attempt to provoke the target into attacking you. You add the rage die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Intimidating Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one rage die and add the rage die to the ability check.
Meat Shield
When you’re within 5 feet of a friendly creature that is attacked, you can expend one rage die and use your reaction to switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. You can choose to use this gambit after the attacker makes its roll, but before the DM determines whether the attack roll succeeds or fails. This movement doesn’t provoke opportunity attacks, and you become the target of the attack. Roll the rage die. Until the start of your next turn, the other creature gains a bonus to AC equal to the number rolled.
Reckless Tackle
Immediately after you use the Dash action on your turn and move at least 20 feet, roll a rage die and throw yourself at a creature. The creature must make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes damage equal to the number rolled. You can use your bonus action to try and pin the creature. To do so, make a grapple check. If you succeed, you and the creature are both restrained until the grapple ends. On a successful save, you land prone in the nearest unoccupied space.
Shoulder Barge
When you make a melee weapon attack with your spiked armor, you can expend one rage die to increase your movement before that attack by 10 feet. If you hit, you add the rage die to the attack’s damage roll.
Spiked Armor Slam
As a bonus action, you can expend one rage die and make an attack using your spiked armor. If you hit, add the rage die to the weapon’s damage roll.
Spiked Retribution
Starting at 3rd level, when a creature within 5ft of you hits you with a melee attack while you are raging, it takes 1d4 piercing damage. This damage increases 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 gain temp HP equal to half your class level rounded up + CON mod. They vanish at the end of your rage. Your armor counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options and you cannot take more than one fighting style of the same type.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack and damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Overbearing Rage
You learn one gambit of your choice from among those available to the Battlerager archetype. If a gambit you use requires your target to make a saving throw to resist the gambit's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Constitution modifier (your choice). You gain one rage die, which is a d6 (this die is added to any rage dice you have from another source). This die is used to fuel your gambits. A rage die is expended when you use it. You regain your expended rage dice when you finish a short or long rest.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to hit and the damage of the 2nd attack.
Battlerager Charge
Beginning at 10th level, as a bonus and movement action, you can charge in a straight line damaging everyone within a 5ft area of your path. You can move into enemy spaces, but must end your turn on an unoccupied space. The target(s) must make a DEX saving throw equal to 8 + STR + Prof or take 3d4 piercing damage and be knocked prone. The charge gains an additional 3d4 at 14th level.
Adaptive Resistance
Starting at 14th level, while raging, you can use your reaction to become resistant to the damage type you were just dealt. This resistance ends at the end of your rage. You may only have 1 damage type resistance at a time from this ability.
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