Base Class: Barbarian
War. War is all you've known. Piecing your armor together as scraps from previous battles, you've become adapted to throwing yourself in harms way while ravaging your enemies. Donning armor that appears to be sewn together with spikes protruding from it, you resemble a porcupine in nature, and a badger in ferocity.
Spirit of the Porcupine
Starting when you take this path at 3rd level, you are deadly when you grapple opponents. While you're raging and wearing spiked armor, when you grapple a creature you deal 1d6 + STR modifier damage. This Damage is piercing. If you had this adversary grappled previously, you deal an additional 4 damage as poison. (snippet)
**Each round you maintain your grapple after 3 rounds (at the end of your turn), you need to roll a Con Save to fend off exhaustion. You have 3 failures before you become Exhausted +1 (accumulates). These failures (not exhaustion level) reset on short or long rest.
Spirit of the Badger
Badgers are mean, starting at 3rd level when you take this subclass, you are able to attack with abandon. While are raging and are wearing spiked armor, you wield a piece of your spiked armor as a spiked gauntlet (this is not an item) You can reduce your chance to hit by up to your to hit chance and add double the difference to your damage for each attack. This can only be done with both hands empty and not grappling, except for the flavor gauntlets. (Description)
Ex To hit -5, Damage +10
Battering Ram
You've managed to gather enough scraps from your battles to piece together a helmet of sorts, although it looks more like a colander with torn bits of armor, one particularly sharp and dangerous spear or sword point sticks up from the top.
You gain the Battering Ram attack. While using a dash action, moving in a straight line at least 20 feet, you can take a bonus action to make a melee attack against one creature and one other that you can reach (within 5 feet). Shaking with fury and excitement for the battle you damage both enemies.
Using this bonus action can be used to trigger RAGE.
The enemies make a dexterity saving throw, upon success they take half damage. If they have not acted in this encounter, they do NOT get to make a save.
Nicked once or twice
Working with sharp metal from past battles, you've become accustomed to disease and poisons that could come from such cuts. You gain resilience to poison and disease.
Additionally, bathing in the blood of your enemies would normally sicken and nauseate the most hearty of warriors, but you feel empowered.
While you are raging, you gain fast healing, regaining 5 hit-points per round. This effect requires you to be currently raging.
Pwent's Tribute
Pwent a notable Battle Rager from a time forgotten.
In a fashion that has only been read about, you've learned to deal damage to those you're grappling and those adjacent to you and your grappled foe.
While in melee range, your body convulses spasmodically. You deal 5d6 + STR to the primary grappled creature(s), and half as much to adjacent creatures.
If you crit, the target takes additional damage as normal as well as 2d6 bleed for a number of rounds equal to your proficiency.
This can only be used a number of times equal to your proficiency, refreshed upon short of long rest.
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