Barbarian
Base Class: Barbarian

Based on the NerdImmersion/FireBringerAxel Battlerager revision. 

Spiked Armor Training

Starting when you choose this primal path at 3rd level, you gain proficiency in heavy armor and all forms of spiked armor. You also suffer no penalties for sleeping in armor.Starting when you choose this path at 3rd level, you gain proficiency in heavy armor and all forms of spiked armor. You also suffer no penalties for sleeping in armor.
In addition you can enter a Rage when wearing heavy armor.

Bristling Fury

At 3rd level, while you are wearing spiked armor and raging creatures that hit you with a melee attack while within 5 feet suffer piercing damage equal to your rage damage bonus.

Reckless Abandon

At 6th level, whenever you use the Reckless Attack feature, you gain temporary hit points equal to your Constitution modifier. If you are raging increase the number of temporary hit points gained by your proficiency bonus.

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 Strength modifier. 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 + you 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.

Spiked Armor

Your proficiency with Spiked Armor allows you, or a craftsman you pay, to modify preexisting armor with spikes. You can purchase or construct spiked variants of leather armor, hide armor, breastplate, half-plate, and plate. As well as shields. These versions of the items cost and weigh an additional 25%, and take an additional day to craft, but have the same statistics and properties otherwise.

Spiked Armor

When wearing Spiked Armor a proficient creature can use it to make a melee weapon attack dealing 1d8 piercing damage. All spiked armors give disadvantage on Stealth checks.
     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.

Previous Versions

Name Date Modified Views Adds Version Actions
5/1/2020 5:51:16 PM
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