Base Class: Barbarian
Revamp of the battlerager class created by Axel.
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.
In addition, you suffer no penalties for sleeping in armor.
Lastly, you can enter a Rage when wearing heavy armor.
Spiked Armor
You can purchase or construct spiked variants of leather, hide, breastplate, half-plate, or plate. As well as shields. These variants use statistics shown in the PDF and have the following traits:
Armor Spikes. When wearing spiked armor or using a spiked shield a proficient creature can use it to make a melee weapon attack dealing 1d8 piercing damage.
Harmful. A creature that is not proficiency 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.
Retribution. 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. A grappling or grappled creature suffers this damage once each round.
Bristling Fury
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 added to the normal damage caused by your spiked armor.
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 capitalize 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 + 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.
Comments