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
The biggest issue with this subclass is, that it relies on an item that costs money, and that item is medium armor, so your AC will never improve (and the damage of this item is too low).
I would give proficiency in Smiths tools and then say, that you can equip any armor (no armor (only shoulder pads, vambraces, belt, etc), light or medium, maybe allow even heavy) with spikes (make it for free for the first set of armor you get, otherwise add some material cost). You could also give a bonus to AC equal to half the Rage Damage bonus, rounded down.
The only good point about this subclass was that you could make 1 attack as a bonus action, no matter what you do with your action. I would keep that, maybe increase the damage when you use your action to attack with the armor (like 1d6 to 1d8, or 1d8 to 1d10, doubling the number of dice could be too much?) Then, add the Push or Topple mastery to attacks with the armor. and of course Rage Damage Bonus. I would also increase the Temp HP by an amount equal to Rage Damage Bonus.
One more ability that feels really battlerager-esk is to charge at targets and gain a bonus to the damage roll, like "if you move in a straight line for at least 10ft when you attack, the attacks gains plus 1 damage for every 5 ft travelled." (without taking the dash action, maybe limit the extra damage by x (your level?)).
At higher leves you can hit and push 2 targets and the capstone is that all creature within 5 ft take piercing damage from the spiked armor.
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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
The biggest issue with this subclass is, that it relies on an item that costs money, and that item is medium armor, so your AC will never improve (and the damage of this item is too low).
I would give proficiency in Smiths tools and then say, that you can equip any armor (no armor (only shoulder pads, vambraces, belt, etc), light or medium, maybe allow even heavy) with spikes (make it for free for the first set of armor you get, otherwise add some material cost). You could also give a bonus to AC equal to half the Rage Damage bonus, rounded down.
The only good point about this subclass was that you could make 1 attack as a bonus action, no matter what you do with your action. I would keep that, maybe increase the damage when you use your action to attack with the armor (like 1d6 to 1d8, or 1d8 to 1d10, doubling the number of dice could be too much?) Then, add the Push or Topple mastery to attacks with the armor. and of course Rage Damage Bonus. I would also increase the Temp HP by an amount equal to Rage Damage Bonus.
One more ability that feels really battlerager-esk is to charge at targets and gain a bonus to the damage roll, like "if you move in a straight line for at least 10ft when you attack, the attacks gains plus 1 damage for every 5 ft travelled." (without taking the dash action, maybe limit the extra damage by x (your level?)).
At higher leves you can hit and push 2 targets and the capstone is that all creature within 5 ft take piercing damage from the spiked armor.