I'm looking for some feedback on a revised Battlerager subclass. I can't share it because it says it too much like the original but I tried to not reinvent the wheel but make it viable across all levels. It takes great inspiration from the Drow Historians recently released sheet on Thibbledworf Pwent
Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are dwarf followers of the gods of war and take 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, relying on raw instinct, anger, and physical strength. The individuals who practiced this type of fighting were usually mentally unstable with a low life expectancy.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon.
While you are wearing Spiked Armor, you can use an Attack action to make a melee weapon attack with your spiked fists against a target within 5 feet of you. If the attack hits, the spikes deal 2d6 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature or are Grappled, your opponent takes 1d6 piercing damage.
SPIKED ARMOR
Spiked armor is a rare type of medium armor made by dwarves and covered with spikes that are usually made of metal. Cost: 75 gp AC: 14 + Dexterity modifier (max 2) Stealth: Disadvantage Weight: 45 lb.
Gutbuster
Beginning at 3rd level, you are immune to the Poisoned condition and have advantage on Constitution saving throws.
Reckless Abandon
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.
Pigsticker
Beginning at 10th level, as a bonus action and while you are raging, you can take the Dash action, charging toward a target you can see and make a melee weapon attack with your helm spike for 3d6 piercing damage. You use your Strength modifier for the attack and damage rolls.
Opportunity attacks against you during this movement have Advantage.
Shake It Off
At 14th level, as a Bonus Action you can end one of the following conditions on yourself: Charmed, Frightened, Paralyzed, or Stunned. You can do this a number of times equal to your Proficiency Bonus per long rest.7
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm looking for some feedback on a revised Battlerager subclass. I can't share it because it says it too much like the original but I tried to not reinvent the wheel but make it viable across all levels. It takes great inspiration from the Drow Historians recently released sheet on Thibbledworf Pwent
Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are dwarf followers of the gods of war and take 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, relying on raw instinct, anger, and physical strength. The individuals who practiced this type of fighting were usually mentally unstable with a low life expectancy.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon.
While you are wearing Spiked Armor, you can use an Attack action to make a melee weapon attack with your spiked fists against a target within 5 feet of you. If the attack hits, the spikes deal 2d6 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature or are Grappled, your opponent takes 1d6 piercing damage.
Gutbuster
Beginning at 3rd level, you are immune to the Poisoned condition and have advantage on Constitution saving throws.
Reckless Abandon
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.
Pigsticker
Beginning at 10th level, as a bonus action and while you are raging, you can take the Dash action, charging toward a target you can see and make a melee weapon attack with your helm spike for 3d6 piercing damage. You use your Strength modifier for the attack and damage rolls.
Opportunity attacks against you during this movement have Advantage.
Shake It Off
At 14th level, as a Bonus Action you can end one of the following conditions on yourself: Charmed, Frightened, Paralyzed, or Stunned. You can do this a number of times equal to your Proficiency Bonus per long rest.7