Base Class: Barbarian
Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers were originally 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.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon and gain proficiency with smith's tools.
You can spend one-hour crafting and fitting nonmagical spikes to your armor.
If the armor you are attaching the spikes to is magical, then the spikes absorb some of the power and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If the armor grants a bonus to AC, then it grants the same bonus to hit and damage rolls when using your spikes to attack.
While you are wearing spiked armor you can use it to make a melee weapon attack against a target within 5 feet of you. If the attack hits, the spikes deal 1d6 piercing damage. You are considered proficient with this attack and use your Strength modifier for the attack and damage rolls.
When you grapple a creature or are grappled by a creature you deal 1d6 piercing damage. Additionally, when you have a creature grappled, the target takes 1d6 piercing damage at the start of your turn.
SPIKED ARMOR
(Any medium armor, but not hide)Spiked armor is a rare type of medium armor originally made by dwarves. It typically consists of a leather coat and leggings covered with spikes that are usually made of metal.
Due to the added bulk of the armor, if it does not normally impose disadvantage on Dexterity (Stealth) checks, the spiked version of the armor does.
Cost to purchase premade: Base armor cost + 25 gp
Cost to purchase materials to modify armor: 20 gp
AC: Base armor AC + Dexterity modifier (max 2)
Stealth: Disadvantage
Weight: Base armor weight + 5 lbs.
Combat Madness
When you choose this archetype at 3rd level, you learn gambits that are fueled by special dice called madness dice.
Gambits. You learn three gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack and only while you are raging.
You learn two additional gambits of your choice at 6th and10th level. Each time you learn new gambits, you can also replace one gambit you know with a different one.
Madness Dice. You have four madness dice, which are d8s. A madness die is expended when you use it. You regain all of your expended madness dice when you finish a short or long rest.
You gain another madness die at 6th level and one more at 10th level.
Saving Throws. Some of your gambits require your target to make a saving throw to resist the gambit’s effects. The saving throw DC is calculated as follows:
Gambit save DC = 8 + your proficiency bonus + your Strength or Constitution modifier (your choice)
Gambits
The gambits are presented in alphabetical order.
Barbed
When a creature hits you with a melee attack, you can use your reaction and expend one madness die to make an attack against the creature with your spiked armour. If you hit, you add the madness die to the attack’s damage roll.
Bloodlust
When you make an initiative roll, you can expend one madness die to embolden yourself and a number of allies equal to your Charisma modifier (minimum of 1) and add the die to the roll, provided you aren’t incapacitated.
Brawlers Spirit
Immediately after you hit a creature with a melee attack on your turn, you can expend one madness die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the madness die to your Strength (Athletics) check.
Cowing Strike
When you hit a creature with a weapon attack, you can expend one madness die to attempt to frighten the target. You add the madness die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Dig Deep
When you take the Dodge action in combat, roll the madness die. You can spend one Hit Die to heal yourself. Roll the die, add the madness die and your Constitution modifier, and regain a number of hit points equal to the total.
Excessive Force
Before you make a weapon attack roll against a creature, you can choose to take a -5 penalty to the attack roll and expend one madness die. If the attack hits, you add +5 and the number rolled to the attack’s damage. You can use this gambit before making the attack roll, but before any effects of the attack are applied.
Hounding Attack
When you hit a creature with a weapon attack, you can expend one madness die to attempt to provoke the target into attacking you. You add the madness die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Intimidating Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one madness die and add the madness die to the ability check.
Meat Shield
When you’re within 5 feet of a friendly creature that is attacked, you can expend one madness die and use your reaction to switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. You can choose to use this gambit after the attacker makes its roll, but before the DM determines whether the attack roll succeeds or fails. This movement doesn’t provoke opportunity attacks, and you become the target of the attack.
Roll the madness die. Until the start of your next turn, the other creature gains a bonus to AC equal to the number rolled.
Reckless Tackle
Immediately after you use the Dash action on your turn and move at least 20 feet, roll a madness die and throw yourself at a creature. The creature must make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes damage equal to the number rolled. You can use your bonus action to try and pin the creature. To do so, make a grapple check. If you succeed, you and the creature are both restrained until the grapple ends. On a successful save, you land prone in the nearest unoccupied space.
Shoulder Barge
When you make a melee weapon attack with your spiked armor, you can expend one madness die to increase your movement before that attack by 10 feet. If you hit, you add the madness die to the attack’s damage roll.
Spiked Armor Slam
As a bonus action, you can expend one madness die and make an attack using your spiked armor. If you hit, add the madness die to the weapon’s damage roll.
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. Additionally, if you expended a madness die as part of a Reckless Attack, you may add the number rolled to your temporary hit points.
Fighting Style
You adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Ovearbearing Madness
You learn one gambit of your choice from among those available to the Battlerager archetype. If a gambit you use requires your target to make a saving throw to resist the gambit's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Constitution modifier (your choice).
You gain one madness die, which is a d6 (this die is added to any madness dice you have from another source). This die is used to fuel your gambits. A madness die is expended when you use it. You regain your expended madness dice when you finish a short or long rest.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Battle Fever
At 14th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. Whenever you attack using your Spiked Armor, you can make up to 3 additional attacks with it (up to a total of 5 Spiked Armor attacks), provided that each Spiked Armor attack targets a different creature this turn.
Just joking lol, I know the spud irl.
Why is it trash?
No YOU get outta here, you power-gaming munchkin! Lemme enjoy having more then 2 viable Barbarian sublcasses!
Nah it's trash and so are you, get outta here spud.
Love the concepts presented here! It's like the Barbarian's version of Battle Master. Definitely giving this is a shot in a campaign I'm joining, should I receive the DM's blessing.