Class is back in session! We’ve completed our second full rotation of the twelve classes in the Player’s Handbook, not to mention taken a deep dive into the first 5 levels of D&D’s thirteenth class, the inventive and arcane Artificer! This wave of the Class 101 series will appraise every subclass within the Player’s Handbook and break down each subclass’s strengths, weaknesses, thematic elements, and everything else a player would want to know before playing that subclass. Because of this, you will need to own the Player’s Handbook (or purchase the subclass a la carte on the Marketplace) in order to make full use of this series.
However, since there are some classes that only have two subclasses in the Player’s Handbook, we’ll need to go beyond that must-have book to other optional D&D sources. The barbarian is one such class—their next subclass is the Path of the Battlerager, which can be found in the Sword Coast Adventurer’s Guide. If you don’t own this source, but want to play a Battlerager barbarian, you can buy just this subclass alone in the D&D Beyond Marketplace.
Barbarians who follow the Path of the Battlerager are devil-may-care warriors who throw themselves into battle—sometimes literally. They specialize in wearing spiked armor, making every part of their bodies a deadly weapon. This Primal Path has special lore within the Forgotten Realms, where it is exclusively available to dwarf characters. Just imagine a stout, stocky dwarf squat down on his powerful thighs, curl himself into a ball of spikes and steel, and launch himself at a hoard of oncoming drow! Now that’s D&D!
However, you should talk with your DM and fellow players and consider if this racial restriction adds anything to your game. Perhaps Battleragers are actually a dragonborn-specific tradition in your setting, or perhaps the tradition originated with the dwarves and has since spread throughout the land, or maybe this tradition has spread far and wide throughout your setting and has no restrictions at all.
Check out the other articles in the Barbarian 101 series, like the broad overview of the entire class in Barbarian 101: A Beginner's Guide to Relentless Fury, or the deep dives into specific subclasses in Barbarian 101: Path of the Berserker and Barbarian 101: Path of the Totem Warrior.
Story of the Battlerager
Closest to the dark elves, Pwent lowered his head, with its long helmet spike, and impaled one elf through the chest, blasting through the fine mesh of drow armor easily and brutally. The second drow managed to deflect the next battlerager’s charge, turning the helmet spike aside with both his swords. But a mailed fist, the knuckles devilishly spiked with barbed points, caught the drow under the chin and tore a gaping hole in his throat. Fighting for breath, the drow managed to score two nasty hits on his opponent’s back, but those two strikes did little in the face of the flurry launched by the wild-eyed dwarf.
— R.A. Salvatore, Siege of Darkness
Path of the Battlerager Features
The Path of the Battlerager grants you a number of features that give you an edge in hand-to-hand combat, especially when you’re grappling foes or surrounded by loads of enemies. Barbarians always want to be the center of attention, and these abilities will help you handle that attention. The barbarian gains access to four subclass features in addition to their barbarian class features, gained at fairly regular intervals at 3rd, 6th, 10th, and 14th level. You can read all of the Path of the Battlerager features in chapter 4 of the Sword Coast Adventurer’s Guide. In summary, your subclass features allow you to:
- Wear special spiked armor and make special attacks with it
- Gain temporary hit points when you fight recklessly
- Dash as a bonus action while raging
- Deal retributive damage when you’re hit by enemies in melee combat
Benefits of Playing a Battlerager
Battleragers are engines of destruction and masters of both one-on-one combat and one-versus-many horde battles. They’re an excellent middle-of-the-road option for players who want to play a warrior that can deal heavy damage and take dozens of hits without falling. If you want to play a warrior that specializes in grappling and single-target lockdowns, the Battlerager fills this niche like no other.
All Battleragers gain the ability to use a special kind of armor—spiked armor. This armor is made of leather and covered in spikes that are “usually” made of metal, so a clever player could decide their armor is made of leather and whale bones, or some similar organic material, to avoid complications from spells like heat metal or shocking grasp. On the other hand, having a set of adamantine spiked armor is quite enticing.
While wearing this armor, a Battlerager can make a special attack with the armor spikes as a bonus action. This attack benefits from your Strength modifier and your bonus damage while raging—so even though it only deals 1d4 damage, your static modifiers give it a bit more of a bite. Moreover, this armor deals 3 piercing damage whenever you successfully grapple a creature. This bonus is nice for any character that wants to specialize in grappling, immobilizing, and attacking creatures, since it allows you to grapple using your Attack action, deal extra damage, and then make another attack with your spiked armor as a bonus action.
While you don’t have any features that discourage enemies from attacking your allies—like any good Tank should—you are strongly encouraged to use your Reckless Attack feature every single turn, since you gain temporary hit points from doing so starting at 6th level. As long as you’re using this feature every turn, your foes will always have advantage on attack rolls against you. While taking lots of damage isn’t a good thing in and of itself, encouraging enemies to attack you instead of your allies is a very good thing indeed. Since you have resistance to bludgeoning, piercing, and slashing damage while raging (and since you get free temporary hit points every single turn while you’re using Reckless Attack) you are much better equipped to take loads and loads of damage than your less durable allies.
Drawbacks of Playing a Battlerager
The greatest drawbacks of the Battlerager barbarian subclass aren’t flaws inherent to the features that this subclass has—generally speaking, its features are all quite solid. No, the biggest drawbacks that you’ll feel while playing a Battlerager are what it lacks. The Battlerager wants to be a Tank that singles out strong enemies and locks them down, keeping them from attacking their allies. Without a bespoke subclass feature that encourages foes to fight the Battlerager instead of their allies—such as the compelled duel spell, the Ancestral Protectors feature from the barbarian’s Path of the Ancestral Guardian, or the Thunder Gauntlets feature from the artficer’s Armorer specialty—it’s difficult to keep enemies from simply walking around the barbarian and attacking easier foes.
It’s possible to mitigate this drawback by taking the Sentinel feat, an excellent feat for any character that wants to protect their allies from harm.
Another minor drawback of the Path of the Battlerager is its dependence upon spiked armor. This armor is a very cool part of the character—it’s the core fantasy of the subclass!—but it will require some buy-in from your Dungeon Master. You’ll need to gain this armor somehow; the game assumes you’ll buy it, but if you and your DM work out a good story reason for you to have it or gain it at 3rd level, it makes more sense to simply have it. You shouldn’t have to pay for your core subclass features.
This is fine in home games where it’s expected for a player and the DM to talk and negotiate and work out what will be most fun for them and the group. But in scenarios in which communication with the Dungeon Master outside of the game is limited, like the D&D Adventurers League (or heaven forbid a home game with an uncommunicative DM), you may find that your armor is a burden upon you. Finding armor upgrades is tons of fun for any martial character, but since your spiked armor is made with a rare, specialized technique, you may have a hard time finding new, useful armor as loot in dungeons unless you and your DM work together to make it happen.
That sort of working might be an agreement that you won’t find armor upgrades in dungeons, but you’ll find lots of gold that you can spend to make bespoke armor upgrades, like special adamantine spikes. Since a set of +1 armor only improves your AC, you may need to make an agreement with your Dungeon Master that +1 spiked armor also gives you a bonus to hit and damage with your armor spikes—and so on. This house rule won’t unbalance the game in any way.
This list of drawbacks may seem long compared to the list of benefits, but don’t be intimidated; all of the drawbacks with the Battlerager are small, persnickety nitpicks that require explanation and examination. Its benefits, on the other hand, are largely self-evident.
Suggested Build
Like most classes in D&D, the barbarian doesn’t choose their subclass until 3rd level. If you’re playing a barbarian from 1st level and think you want to follow the Path of the Battlerager later, you should choose the only race available to Battleragers—dwarf! Any dwarf subrace is technically allowed, though mountain or hill dwarf would be more appropriate.
However, if you’re playing in a game without the dwarven racial restriction, playing a race that improves your Strength and Constitution scores would suit this subclass best. You want to take lots of damage and deal lots of damage, and Strength and Constitution will help you with both.
This includes the dragonborn race, which gives you some extra Charisma in case you want to be a more personable warrior (and their Breath Weapon’s grows more powerful based on your Constitution, too, which should be high as a barbarian!). You could also play a mountain dwarf, who are both hardy and strong. Half-orcs are also blessed with incredible physical strength, and make excellent front-line warriors. Humans are also good barbarians, and the feat they gain at 1st level only adds to their versatility—you will likely want to take the Sentinel and Great Weapon Master feats as a Battlerager, so having a free feat from level 1 is a huge boon.
As usual, your character’s background is up to you. You can come up with all sorts of interesting stories and oddball characters by pairing unlikely backgrounds with a class as thematic as barbarian. Were a Soldier that served in the armies of the Lords’ Alliance for a time before returning to your dwarven clan? Or were you a Hermit possessed with a terrible divine wrath that decided to take up arms against your foes?
I would recommend choosing GOLD instead of EQUIPMENT at the end of character creation, and using that gold to buy a greataxe or greatsword, a few throwing weapons like hand axes and javelins, and a set of scale mail. Your Unarmored Defense feature will keep you safe even without armor, but it relies on your having a high Dexterity bonus to stay protected. If you want to focus on dealing damage with giant melee weapons, this scale mail will help keep your Armor Class high even without a lot of Dexterity. Your DM might even allow you to pay 25 gold to affix spikes to your armor later (paying the difference between the 50 gp scale mail and 75 gp spiked armor, which are otherwise statistically identical).
When the time comes to pick a feat at 4th level (or even at 1st level, if you’re playing a variant human!), check the “Feats” section below. There are a number of useful feats that will serve any Battlerager well.
Also, once you reach 5th level in the barbarian class, you may wish to divert from your current path to multiclass into fighter for three levels. This three-level “dip” into fighter grants you the powerful Great Weapon Fighting Style, an Action Surge for more attacks, and the Improved Critical feature if you choose the Champion fighter subclass, all of which synergize well with your offensive barbarian features.
Feats
Barbarians who follow the Path of the Battlerager have a number of feats they want in order to be truly fearsome warriors. You may even want to take some of these feats before maxing out your Strength or Constitution scores, simply because of how useful they are.
Athlete. This feat comes with a free point of Strength, which you can never get enough of. The benefits are niche but occasionally useful, so consider picking this one up if you wind up with an odd-numbered Strength score.
Grappler. A rare feat to recommend, but a vital one for any character that wants to grapple and immobilize foes. Since you deal bonus damage while you grapple foes—and enjoy attacking foes that you’ve grappled—this feat will make it easier to lock down your most threatening enemies.
Great Weapon Master. These days, it practically goes without saying that Great Weapon Master is one of the best feats in the game. Choosing this feat will send your damage output into the stratosphere.
Medium Armor Master. Far from the most important feat on this list, but it could be situationally useful if you wind up sneaking a lot in your campaign.
Sentinel. You always want to be where the fighting is fiercest, giving you plenty of chances to use this feat. If you want to protect your allies from monsters, there’s no better feat than this.
If you want more advice for building a barbarian, check out Barbarian 101. Have you ever played a Path of the Battlerager barbarian? What advice would you give to players that want to play this subclass? Next week, Class 101 will cover the bardic College of Eloquence, a silver-tongued orator from Mythic Odysseys of Theros. What's your barbarian character like? Let us know in the comments!
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James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Explorer's Guide to Wildemount, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
Me king!
I can never find them all when searching on here, I Google "class 101 dnd" and that gets me this as the top result:
https://www.dndbeyond.com/tag/class-101
Basically, I would:
1. Let the spikes be attached to any armor for a fee. If the spikes are attached to magical armor, damage from the spikes is magical piercing damage.
2. Change the fixed 3 damage from grappling and getting hit to Proficiency Bonus + Con Bonus damage.
That's it. That would do a lot to fix the issues with the archetype and would make it much more playable in Adventurer's League.
I love the Battlerager! Pwent is such an amazing character and I love the abandon with which Battleragers throw themselves into combat. You did a great job of breaking down the class, but I think you missed three feats that interact in an amazing way with the class and playstyle. I incorporate these into my own build and they add a lot of value to the Battlerager!
Tavern Brawler. This is almost a must-take feat for the battlerager. Your 1d4 spiked armor attack is only available while raging and taking tavern brawler gives you an equivalent attack you can use as part of your main action. Additionally, one of the best things you can do as a Battlerager is to grapple. If you make an unarmed strike or an improvised weapon attack (and who doesn't like killing a goblin with another, already-dead goblin?) then you get a bonus action option to grapple. This gives you more versatility and a better ability to control your enemies, deal some damage with your spiked armor, and protect your allies. Punch them (with advantage), shove them prone (with advantage), and grapple them (with advantage) to really lock down an enemy and make your presence known! Plus you get +1 Str or Con! All the perks benefit this build!
Dwarven Fortitude. Battleragers thrive on being more than just *in* the heart of the storm during a fight, they thrive on *being* the heart of the storm. Though rage and your Reckless Abandon temp HP buffer will handle the brunt of most conflicts, what happens when the clerics are busy and you can't retreat from the hoard? Well, if you already Well, you're probably going to be hit anyways with your AC of around 16, so if you're truly surrounded then just Dodge... and take that opportunity to spend a hit die to heal! Con should be one of your high stats and you have that nice d12 hit die, so this should let you avoid the brunt of the blows and stick it out a bit longer. This strategy becomes even more powerful once you have Persistent Rage so you don't need to finagle getting attacked (possibly from opportunity attacks) to keep your rage going. Bonus points if you can get a [Tooltip Not Found] to maximize your healing potential. Oh, and bump that Con!
Durable. Can't find that pesky Periapt to really enhance Dwarven Fortitude to be all that it can be? Here's your solution. Buff up your in-combat dodge-heals and ensure you are always rearing to go. Plus you can bump that Con with this one, too!
When it comes to magic items that you want to have there are a few that really stand out. Like mentioned earlier, the [Tooltip Not Found] can be a huge boon and give you a chance for your party to get to you if you go down. Another wonderful magic item is the [Tooltip Not Found] which gives you a +1 to your unarmed strikes and makes those attacks count as magical. A great boon, especially if you have Tavern Brawler. Probably the most important magic item you can get is better armor and there are a couple of paths for that! You can go the path of Adamantine Armor to cut down the number of crits you take from all that reckless raging or choose to go with +1/+2/+3 armor to really pump up your AC. As one of your big drawbacks is that you are a very prickly target to attack, I would argue that having an AC of about 16 is actually a boon to your character. Your AC remains easily within the range of most foes and the constant advantage you will be granting from Reckless Attack makes you that much more appealing as a target. Make yourself that easy, unresistible target so that your party may flourish—and maybe consider something like an armor of resistance or some other type of magical armor if Adamantine isn't your preferred flavor! A magic weapon could greatly increase your ability to deal damage, but if you aspire to put your armor to work and be a grappling monster then having both hands free so as to grapple multiple targets is a great benefit. Focussing on grappling and controlling your enemies and moving yourself (and them) around the battlefield has its own merits and you still have the boon of your impressive strength and rage bonus to your damage consistent and nothing to scoff at with your up to three attacks per round.
Also want to say that while the dip into fighter is extremely valuable for the great many frontloaded features that it provides, Battlerager especially is one of the barbarian subclasses that benefits most from level 20 capstone of the Barbarian. You get a tremendous boost to your strength and your constitution that really allow you to wreak havoc upon your foes as an undying engine of rage and destruction!
Thanks!
Relatively few??? This saddens me greatly. Everyone who hasn't read any of R.A. Salvatore's, I highly recommend that you do so. The Legend of Drizzt series, War of the Spider Queen series, The Cleric Quintet, etc.
I'm playing a variant human Battlerager with the Grappler feat in my next campaign. His barb abilities come from a curse that gives him a horrifying scaled and spiked form while fighting, so he kinda tries to stay away from fights and rarely rages unless absolutely neccesary.
wow really helpful thanks
I've played one a bit in AL (up to level 8 now I think) and it works for me, but you have to plot out your character design carefully. Pick mountain dwarf for race to pick up the strength and constitution +2 bonuses, and with point buy can spend 7 points on each physical stat to start with 16 Str, 14 Dex, 16 Con, and then can have 10 on everything else if you are like me and don't like attribute penalties, or take an 8 in Charisma and pick up a 12 for Wisdom. Unarmored defense is 15 AC, Spiked Armor provides 16 AC with the Dex bonus so it ends up slightly better. Spend stat boosts on Strength; actually I got a cloak of the bat for my battlerager so I think at 8th level I went with medium armor mastery... which might not be optimal but I started picturing him as Batdwarf. Now thinking about multiclassing Rogue and giving up the axe for a rapier or short sword or something probably... in part because the 10th level feature is one of the things I like least about this class - a lot of the barbarian 10th level options are fairly terrible, but this is a limited version of 1/3 of what rogues get at 2nd level. For me it would have worked a ton better if this was a flat out bonus dash action, vs. situational to only work while raging. Overall I think the subclass starts out ok if you build the character to optimize it but the later features are underwhelming, feels like in SCAG they were being so careful not to build anything that could potentially be better than the options in PH that most of the subclasses ended up slightly worse than those in PH... although personally I really liked playing the Arcane Cleric and I want to build an Undying warlock next because I have a good character concept for it. Had a lot of fun with a Storm sorcerer too (actually that is the exception - the storm sorcerer is better than the options for sorcerers in the PH).
Though I'm not holding my breath, this subclass REALLY needs a remake in Tasha's. features at 10 and 14 will make zero impact on anything
Since it is not getting reprinted in Tasha's, the chances of that happening are about 0%. I do agree that it needs a fix, though.
in older versions of the game, (v.3.5) you could get shields and gauntlets with spikes
Ik. The Battlerager charge feature feels kind of underpowered for its level. I'm probably going to homebrew this subclass and add a "Body Slam" feature, which allows you to deal extra damage if you take the Dash action before making an attack with a melee weapon or your armor spike attack. That would be really cool, you can charge head on at your enemies and impale them with your spiked armor.
Also, I think the Spiked Retribution and Armor Spike Grapple should scale at higher levels. Maybe make the damage equal to your proficiency bonus plus your Strength modifier.
If you choose to multiclass into a fighter, choose Unarmed Fighting. You get to deal more damage to grappled opponents. When you get 3 levels in fighter, choose the Battle Master Archetype. Choose Grappling Strike as one the maneuvers, because it allows you to grapple an opponent as part of the same action as your melee attack. The damage output is significantly increased. Here's the result of the damage output, for Barbarian 5 - Fighter 3 character with Strength score of 18:
1d12 + 4 (Greataxe) * 2 (extra attack) = average damage 20 + 1d4 + 3 (Grappling damage) = average damage 25 + 1d4 + 4 (Armor Spike Attack) = average damage 32.
Note that this calculation ignores the rage damage bonus for both melee weapon attacks and Armor Spike Attack. There are three total attacks that use the rage damage bonus, and the rage damage is +2. Apply rage damage adds 6 to the total average damage.
The average damage is 38.
The Grappling Strike makes you more likely to grapple a creature.
One of the most iconic maneuvers of the battleragers is to charge with their helmet spikes. The charge should have some sort of attack built into it IMO. Also, with the release of Tasha's, you should get the unarmed fighting style for free because that one fighting style craps all over the battlerager's niche and makes other classes better grapplers than the subclass built to grapple. Also love the damage = proficiency bit—feels like a mechanic WotC has been leaning on more and more in the newer content. Would love to see the battlerager get a slight revision to address some of these issues.
Rune Knight has some interesting potential in that you get a restraining option (fire shackles) and you can grow to size Large and grapple larger creatures ;)
This is a bit of an exageration; Unarmed Fighting only gives you an average bonus of 2.5 damage per turn when grappling a target, and it gives you nothing that actually improves your chances to grapple them in the first place, or keep them grappled. Barbarians meanwhile have Rage as standard, which gives you advantage on Strength checks, which still makes them better at grappling hands down. If you want to get even better at grappling then the appropriately named Grappler feat is a much better choice as it gives you advantage to attack a grappled target without having to give them advantage in return with Reckless Attack, it also allows you to restrain them.
While it's a good feat to combo if your intention is to be Battlerager where your only weapons are your armour and your fists, you get very little benefit from it otherwise if you intend to use a weapon, as a Battleaxe, Longsword or Warhammer doesn't prevent grappling when used one-handed, deals the same damage as Unarmed Fighting, and can deal slightly better damage when used two-handed, not to mention there is a huge assortment of magical weapon versions of these.
The Unarmed Fighting Fighting Style gives you a larger damage die for your unarmed strikes than Tavern Brawler (average 1-2 damage higher per attack) while also providing an action unarmed damage option that doesn't require you to be raging (like the Battlerager spiked armor attack—which can only be done with a bonus action).
The other main benefit of the fighting style doubles down on what the Battlerager is already good at doing. The ranger has become a comparable grappler with Tasha's release now since you can get expertise in athletics at level 1 and a fighting style (unarmed fighting) at level 2. That's before the Battlerager is even a Battlerager yet. Add in the ranger's impressive spell selection (which includes spells that restrain and limit movement) and you have a very comparable grappler that can set up their own auto-success at later levels and has an effective floor for their athletics checks that competitively keeps up with the barbarian's advantage on strength checks. As a Battlerager, you get the nice benefit of dealing 3 damage when you grapple a target.
Nice, but not anything to write home about.
When you factor in that you are trading your action or one of your attacks (or bonus action, if you have Tavern Brawler ) in order to do that bonus damage and are missing out on other damage opportunities, and receiving the thematically appropriate damage at the beginning of your turn to any creature you have grappled becomes even more appropriate for something like a Battlerager to have. The only other way to trigger the 3 damage again is to grapple the target you are already grappling with again. The flavor and inspiration for the damage is that your Battlerager deals in this way are that you have latched onto them and are writhing and gyrating your body in a manner so that the ridges and spikes of your armor are literally filleting them alive—not something that your one-time application of 3 damage quite conveys, now is it? Add in a trickle of additional automatic damage and now we're actually talking about some value here as you continue to writhe and gyrate and turn your enemies into fleshy ribbons. Thematically it's a no-brainer that the Battlerager should get this fighting style. Perhaps at level 10 so as to improve the Battlerager's most laughably underpowered feature (a feature that also is missing mechanics to back up the flavor appropriate to the inspiration—an impaling charge attack). Plus, having Unarmed Fighter fighting stlyle means you can grapple two targets at once, so there's that. You can now more effectively tank by more readily preventing enemies from simply running around you because they are stuck in your iron grip.
As far as the Grappler feat goes... it's a Trap choice. The Battlerager, more than even most other barbarians, leans on the Reckless Attack feature in order to stay in the action. The temporary HP you gain from Reckless Abandon benefits from your rage damage resistance and gives you a pretty impressive buffer that effectively increases your HP by, effectively, a couple dozen points. You want to attack recklessly. This also has the added benefit of making you a more appealing target since enemies will have advantage to hit you—which further improves your ability to tank by drawing attacks from enemies who will then take 3 damage from Spiked Retribution. So yeah, recklessly pummel the enemy you are grappling with your Unarmed Fighter (or Tavern Brawler) 1d6 punch at advantage and dare your enemies to do something about it. As far as the pinning feature goes, that would also give enemies advantage to hit you so you're really not coming out on top there now are you? Plus, you cannot move, you are making straight attack rolls against your grappled target (and disadvantaged rolls against other enemies unless you attack recklessly) since you have both advantage and disadvantage, and you are making straight or disadvantaged dexterity saving throws (the most common saving throw). The Grappler only truly shines when you have a party that works together and builds their strategies around it. So yeah, for that feat...
Hard pass.
That only matters if you're not using weapons; if you care about efficiency then you don't want to be unarmed in the first place, as a Battlerager can make full use of weapons just like any other Barbarian. You only need one hand free to Grapple, meaning you can still use any one handed or versatile weapon at the same time, which will deal damage equal to or better than unarmed fighting, especially with magic weapons.
What you're arguing in that case isn't whether Unarmed Fighting is better for grapplers than Grappler, but whether it's better for specifically unarmed grapplers. In that case, sure, maybe, but that's a specific build not the general case, as Battleragers do not need to be unarmed.
It's still only and extra 2.5 damage per turn, that's not something to write home about either. By comparison Grappler gives you the ability to force a target into becoming restrained, which your entire party can then take advantage of, which can allow them to deal far more damage than an extra 2.5 per round. If your average combat lasts six rounds then that's only 15 extra damage, giving your party advantage could easily exceed that in a single round.
It may fit thematically, and that's a perfectly good reason to take it if you have a specific theme and that's what you care about most (and I often argue it should be) but for a straight up comparison of which feat is stronger, or better mechanically for more possible builds, it's an extremely minor damage boost.
This isn't always true; while the temporary HP can add up to a substantial amount over time, you're balancing it against enemies hitting and damaging you more. That's not a problem when you're trying to have a group attack you anyway, but that's not always going to be the case when you're grappling someone. Indeed, if you're only fighting a single enemy then going reckless, with or without temporary HP, is a worse option as you allow that enemy to deal more damage to you in return, which your temporary HP won't meaningfully reduce (a miss becoming a hit will usually mean more damage than your temp HP will absorb).
Put plainly, using Grappler's advantage to attack your grappled target lets you deal the same amount of damage, while being more durable than if you went reckless.
Look, you can "hard pass" Grappler as not being the best fit for your specific intended unarmed build of Battlerager, that's fine, but it doesn't make it good advice for other builds; the reality is that both feats are quite niche, and the classic great weapon master is probably still the "best" pick even on a Battlerager, but if grappling is the part you care about then Grappler is the only one that gives you new tools to work with while grappling.
I know. It's 10th and 14th level abilities could use a buff. Maybe the Armored Spike Attack should scale at higher levels. The damage dice would be 1d4 at 3rd level, 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. Also, I think the 10th level ability should be revised. They should change it to "Charge Attack," where you can take the Dash action as a bonus action while raging, and if you hit a target with a melee attack after dashing, the target takes extra damage.
For Spiked Retribution, even if it doesn't do much damage, I think the advantage of it is that you AUTOMATICALLY hit the attacker, no attack roll or saving throw required. That's probably why it doesn't do much damage. The main thing they should do, is improve the 10th level ability, and allow Armored Spike Attack to scale.