Barbarian
Base Class: Barbarian

At 3rd level, while you are wearing spiked armor and raging, creatures that touch you or hit you with a melee attack while within 5 feet suffer piercing damage equal to your rage damage bonus instead of the normal damage caused by your spiked armor. Spiked Armor Training Starting when you choose this path at 3rd level, you gain proficiency in heavy armor and all forms of spiked armor and shields. You also suffer no penalties for sleeping in armor. In addition you can enter a Rage when wearing heavy armor. You are a combatant trained in the use of specialized spiked armor. A living wrecking ball who rampages about the battlefield. Path of the Spined Ravager

Spiked Armor

Starting when you choose this path at 3rd

level, you gain proficiency in heavy armor and all forms of spiked armor and shields. You also suffer no penalties for sleeping in armor. In addition you can enter a Rage when wearing heavy armor.

Spiked Armor

 When wearing Spiked Armor a proficient creature can use it to make a melee weapon attack dealing ld8 piercing damage. A creature that is not proficient in spiked armor who wears it suffers piercing damage for every 5 feet they move in the armor. This damage is 1 for light armor, 2 for medium armor, and 3 for heavy armor. When worn by a proficient creature, any creature that touches the wearer (including grappling or being grappled) or hits them with a melee attack while within 5 feet suffers 1 piercing damage.

Reckless Abandon

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).If you are 

raging increase the number of temporary hit 

points gained by your proficiency bonus. They vanish if any of them are left when your rage ends.

Barbed blitz

At 10th level, You have learned how to

capatalize on your momentum. When you move at least 20 feet on your turn before making a melee weapon attack with your armor spikes, that attack deals an additional 2d10 piercing damage on a hit. If you reduce a medium or small creature to 0 hit points with this attack, they are impaled upon your spikes until the start of your next turn, providing you with cover. A medium creature grants 3/4 cover and a small creature grants 1/2 cover. In addition you can Dash as a bonus action while raging.

Keep your enemies closer

Starting at 14th level, when you successfully grapple a creature, that creature suffers piercing damage equal to your Strengthmodifier. A creature you are grappling takes piercing damage equal to your Strength modifier whenever it attempts to escape your grapple. If you choose to grapple a creature with both hands, you can use an action on your turn to hug the creature close and shake vigorously. The creature must make a Strength saving throw with a DC equal to 8 + your Strength modifier +your proficiency bonus. On a failed save the creature suffers 8d8 +your Strength modifier piercing damage. On a success they take half as much damage and can attempt to break the grapple as a reaction. Add your rage damage bonus to all damage dealt by this feature while raging.

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