Barbarian
Base Class: Barbarian

Often followers of gods of war, these furious Barbarians pride themselves in very close combat. Wearing armor adorned with spikes and blades that pierce their foes, they often fight bare handed, preferring to instead grab and wrestle and shred their enemies on their armor.

Based on the work of Spaghetti0 and PerfectlyCircularSeal.

Ravager Armor

When you take this subclass, you learn to adorn your armor with crude spikes which you can use as a weapon unto itself. You acquire a set of Smith's Tools and gain proficiency with them. Over the course of 10 minutes, you can use them to modify a set of Light or Medium armor into your Ravager Armor. While wearing your Ravager Armor, you gain the following benefits:

Barbed. You have advantage on saving throws to avoid or end the Grappled condition.

Spiked Slam. When you hit with an Unarmed Strike and deal damage, you can deal Piercing damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike as you slam your target with your armor.

Spiky Embrace. At the start of each of your turns, you can deal Piercing damage equal to your Strength modifier (minimum of 1) to each creature grappled by you.

Ravager's Hold

Your furious grip becomes even more dangerous. While your rage is active, you gain the following benefits:

Tight Grip. You gain a bonus to the saving throw DC of your Unarmed Strikes equal to your Rage Damage bonus.

Raging Hold. You add your Rage Damage bonus to the damage of your Spiky Embrace.

Spiked Retribution

When a creature within 5 feet of you hits you with a melee attack while you are wearing your Ravager Armor, are Raging, and aren't Incapacitated, you can take a Reaction to either deal your Spiky Embrace damage to them or make an Unarmed Strike against them, which you must use the Grapple option for.

Death Roll

While your Rage is active and you are wearing your Ravager Armor, you can use your Bonus Action to perform a Death Roll. You move yourself to an unoccupied space you can see within 10 feet of you, dragging any creatures you have Grappled along with you. This movement doesn’t provoke Opportunity Attacks. During this movement, you violently spin and slam your Grappled targets around you, dealing 2d8 Piercing damage to each target.

If you have no creatures Grappled when you use this Bonus Action, you can instead buffet one creature that is within 5 feet of your path during this movement. The target must succeed on a Dexterity saving throw (DC equals 8 plus your Proficiency Bonus and Strength modifier) or take the damage of this feature, or half as much on a success.

The damage increases to 3d8 when you reach 14th level in this class.

Ravager's Might

You can Grapple a creature that is two sizes larger than you, but you must have both hands free to do so.

Battlerager

Once per turn, while your Rage is active and you have only one creature Grappled, you can forgo one of your attacks to use the Grappled creature as a weapon, provided the creature is the same size as you or smaller and you have nothing else in your hands. You choose one of the following options:

Roundhouse Sweep. You spin the Grappled creature around you. Each creature within 10 feet of you must make a Dexterity saving throw (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier). On a failed save, a creature takes 3d8 Bludgeoning damage and is pushed 10 feet away from you. The Grappled creature takes 2d8 Bludgeoning damage.

Seismic Toss. You throw the Grappled creature at a target you can see within 20 feet of you. The Grappled creature and the target make a Strength save (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier). On a failed save, a creature takes 2d8 Bludgeoning damage and has the Prone condition.

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