Barbarian
Base Class: Barbarian

Within the history of combat, there was a path that was known to the barbarians as the Path of the Kuldjargh, known as Axe Idiot within Dwarvish for those who decided to charge into battles using their armors and bodies to clash against enemies for dwarven kind. However, as time progressed, a new path forged instead for a handful of dwarves considered it to be an insult when called axe idiots when there is nothing about the traditional armors used involves any axe or blades other than the weapons used. The old armor even couldn't match and left a disappointment for the dwarves to make an instead improvement.

Which soon their newest path is forged, known as Juynnulaghn (literally "spikey head") in Dwarvish. Their newest armor improves to what their ancestors used, taking full delight now onto enemies for their spikes to pierce and able to utilized their bodies to a higher degree. This path to those the outside, they called them 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.

"Oh, I just decided to pass it down onto the family line. Especially for one of my kids you can see back there. Hey, look at little Timo!! He's already doing the spiral spike ball; he's going to make his hedgehog grandpa proud in two years. ... What do you mean it is too early for combat? WHO'S HOUSEHOLD ARE YOU TALKING TO!? YOU ARE IN THE WRONG AREA CODE IF YOU BELIEVE THAT A FAMILY OF MINE THAT DARES TO WEAR THAT ARMOR IS A NON-COMBATANT!! YOU THINK MY BOY IS TOO EARLY. JUST BECAUSE HE IS YOUNG, DOESN'T MEAN HE CAN'T GET TO ENJOY THE THRILL OF BATTLING!" - Lady Barlow, a mountain dwarf with six generations living her in household.

 

You can optionally with this subclass to put a restriction to have it only to dwarves. However, I would assume as taking this subclass that you want to allow yourself to try this subclass with a different race, especially if they could have a dwarven parent, mentor, person, history book or comes to learn this on their own and may not be a race that matches this subclass.

Heavy Warrior

3rd-Level Path of the Battlerager Feature
When you take this primal path, you gain proficiency in heavy armor, and heavy armor no longer hinders your rage and unarmored movement.

In addition, while you are wearing light armor or medium armor, you can optionally use your Unarmored Defense or the AC of the armor plus your Dexterity Modifier or Constitution Modifier (whichever modifier is higher) (I.E: AC = AC of the Armor + Dexterity Modifier or Constitution Modifier), whichever is higher of the two ACs.

You can still wear a shield and still gain benefits of the shield with your armor.

Battlerager Armor

3rd-Level Path of the Battlerager Feature
At 3rd level, you gain a fair idea of how armor could apply more as a benefit in offense and defense; which you turn to the Spiked Armor. You are proficient in spiked armor as an exotic melee weapon. If you hit with your spiked armor, you deal 1d6 + your Strength modifier piercing damage to the target. 

While raging in spiked armor, you can use your bonus action on each of your turns to make one attack with your spiked armor. 

In addition, any creatures you successfully grapple, overrun or shoved, and creatures that successfully grapple you, or attempt to overrun, or shove you, take damage from your spiked armor equal to your Strength modifier. If you are raging, the target instead takes 3 + your Strength modifier piercing damage; you may add your Rage Damage bonus to this amount if you inflict this damage while raging.

Once per long rest, you can modify any light, medium or heavy armor to become spiked armor. You need 50 gp in raw materials and a skill check using Smith’s Tools, Leatherworker's Tools, or Woodcarver's Tools. Any armor that becomes spiked armor causes it to weigh 5 pounds more. If the armor is magical, then the gold required is increased by 50 GP for each rarity level (common to legendary), and the damage from your spiked armor becomes magical.

Dwarven Upkeep

3rd-Level Path of the Battlerager Feature
At 3rd level, you learn the mending cantrip as barbarian cantrip. Constitution is your spellcasting ability for this cantrip. You can cast that cantrip even when you are raging.

Spiked Retribution

6th-Level Path of the Battlerager Feature
Starting at 6th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction to make an attack with your spiked armor against the attacker. If you are raging, you can choose to attack recklessly with this attack, unless you have already attacked recklessly during your last turn.

Battlerager Charge

6th-Level Path of the Battlerager Feature
Beginning at 6th level, the speed granted by Fast Movement is doubled. In addition, while raging, you can take the Dash action as a bonus action on each of your turns.

Piercing Spikes

10th-Level Path of the Battlerager Feature
Starting at 10th level, your dwarven cunning granted insight on using your spikes in a more brutal fashion. Whenever you score a critical hit with your spiked armor, you roll one additional weapon damage die when determining extra damage for a critical hit with your spiked armor.

In addition, whenever you use the Dash action, your unarmed strikes and spiked armor gain the siege property (double damage done to objects and structures) until the start of your next turn.

Warrior's Final Cry

14th-Level Path of the Battlerager Feature
At 14th level, your spirit is unstoppable. When you begin raging and at the start of each your turns while raging, you regain hit points equal to your Constitution modifier if you have no more than half of your hit left.

Additionally, while using Relentless Rage, the DC stays the same until you gain a Natural 1 on the die. The number on the die increases with each success until it reaches 6. If fail, you now make Death Saving Throws with disadvantage and gain double points of Exhaustion.

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