Base Class: Barbarian
The Brightaxe Barbarian is a visible part of the Principality of Ulek, which is the only major kingdom with dwarven monarchs. The dwarves largely avoid involvement in the world outside and above their mountain kingdoms, so this one visible state is the best example for how the other dwarves operate. The most unique martial unit is the Brightaxe, a type of shock troop outfitted with spiked armor, often applied to armor of their choice or design, that is meant to charge up to danger itself and provide maximum chaos to an enemy's formation.
The Brigthaxes had predictably short lives, but those that survived many campaigns often went into legend. The style of combat that they learn to employ is one that maximizes their raw ferocity as a way to show chaos and disarray among enemy forces. This role often requires rigorous training, and the appeal of the role is quite high due to the honor associated with it. A dwarf who serves well as a Brightaxe can increase their social standing, with some even entering the nobility.
Dwarven Niche: Dwarves Only
The monarchs of Ulek have allowed other species/races to enter these ranks in the past, though their number in the history of the nation is quite small and their current involvement is rare.
Spiked Armor
When you choose this path at 3rd level, you gain the ability to use typical spiked armor as a weapon. In addition, you are trained in creating spiked armor by adding the necessary spikes to any non-magical medium armor of your choice, but you are the only one capable of using such armor to its capacity. To any other creature, spiked armor functions as its base armor with spikes without any other conferred benefit.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d8 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes 2d4 piercing damage if your grapple check succeeds.
At level 6, you can add spikes to magical medium armor. Any spikes added to armor that already utilizes the Attack action, such as Demon Armor, can either use the attack action of the magic armor or the attack action of this feature, not both.
Reckless Sustenance
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). They vanish if any of them are left when your rage ends.
At higher levels, you gain more temporary hit points when you use Reckless Attack while raging: double your Constitution modifier (minimum of 2) at level 10, and double your Constitution modifier (minimum of 2) plus your proficiency bonus at level 14.
Spiked Nemesis
Starting at 10th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d8 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.
Fury of the Brightaxe
Beginning at 14th level, you have learned to use your spiked armor to maximum effectiveness against groups or single combatants. You gain 10 ft. of movement. When you take the Dash action while you are raging and wearing spiked armor, you can use one of two maneuvers while moving without stopping:
- You move through creatures that are one size larger than you and smaller as difficult terrain. For each creature you move through in this manner that are not already prone, they are pushed 5 ft away from you in a direction of the DM's choosing and take 1d8 piercing damage plus your Strength modifier. Additionally, each creature that you moved through must make a DC Strength saving throw or be knocked prone (DC equals 8 + your Constitution modifier + your proficiency bonus). A creature that is not knocked prone from this effect can be moved through again. At the end of your movement, you gain 1d8 temporary hit points for each time you moved through a creature and are Stunned until the start of your next turn.
- You run up to a single combatant and use your Attack action to make a ramming attack with your whole body. The creature takes 2d8 piercing damage + your Strength modifier + your Constitution modifier. If the creature is one size larger than your or smaller, they are moved 5 ft away from you in a direction of the DM's choosing. The creature must make a DC Constitution saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be Stunned until the end of their next turn. You gain temporary hit points equal to the amount of damage rolled in this attack and are Stunned until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per Long Rest.
Comments