Barbarian
Base Class: Barbarian

Adapts the Battlerager to bring its power level more in line with other subclasses.

Gives the option to use the armor as main weapon instead of just as bonus action. 
Damage done to incoming melee attackers starting at level 3 instead of 14. 
Allows for adding spikes to magic armor. 
Removed Dwarf racial restriction.
Plus more improvements.

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to create and use spiked armor as a weapon.

You gain proficiency in smith's tools. Additionally you can use smiths tools and a forge to add spikes to any non-magic medium or heavy armor to do so you must spend a number of hours equal to half the armor's base AC score (rounded down). Creating the spikes requires 30 gp worth of a common hard metal such as iron. (DM can create rules for rarer metals, such as mithril at their discretion).

When you reach 5th level in this class you can add spikes to medium and heavy magic armors. Damage dealt with magic armor is considered magic for the sake of resistances and immunities. 

Wearing this armor gives disadvantage on stealth checks. (If DM allows mithril spikes this can be ignored while using mithril spikes)

While you are wearing spiked armor, you can use the armor as a melee weapon to make attacks against a creature within 5 feet of you. You are proficient in the use of this weapon. It's damage die is 1d4.

If you are raging, you can use a bonus action to make one attack with the armor. 

If a creature hits you with a melee attack while you are raging and wearing the armor, the creature takes damage equal to one roll of the damage die(do not add your strength modifier to this roll). If a creature can make multiple attacks, it only takes this damage on the first melee attack that hits. 

As you level up in this class you become more efficient at dealing damage with the spikes. The damage die increases to 1d6 at 5th level, 2d6 at 11th level, and 2d8 at 17th level. 

When wearing the armor and raging if you use the attack action to grapple a creature and succeed, the target creature takes damage as if you hit them with your armor. A creature who successfully grapples you will also take this damage. Creatures who are engaged in a grapple with you take this damage again at the beginning of each of that creature's turns, until the grapple or your rage is ended. 

Only you and other battleragers are trained in the use of this armor. Anyone not trained in this armor's use will take piercing damage equal to one roll of the damage die for each minute it takes to put on the armor. Such creatures take additional piercing damage equal to one roll of the damage die for every 1ft they move while wearing the armor. This damage dealt to untrained creatures wearing the armor ignores resistances and immunities. 

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you heal yourself for an amount equal to your constitution modifier(minimum 1). If at full health or if this would heal you past your full hit points, you can gain the remaining amount as temporary hit points instead. 

Additionally if you use Reckless Attack and make at least one attack with your spiked armor, add your constitution modifier(minimum 1) to the damage of the first attack that hits from your armor on that turn. 

Battlerager Charge

Beginning at 10th level, your armor feels lighter seems to give you a burst of speed. 

When you use a bonus action to enter your rage, you also gain the benefits of the dash action for that turn.

Additionally while raging you can take the dash action as a bonus action. 

Also if you move at least 20 feet just before making an attack with your armor, add 1d4 of bludgeoning damage per 10 feet of movement to the damage of that attack. This extra damage can only be applied to the first attack after the movement.

Circle of Pain

Starting at 14th level, when you take the attack action, you can forgo one of your attacks and instead flex your armor causing all creatures within 5 ft of you to make a dexterity saving throw. The DC = 8 + your proficiency + your strength modifier. On a failure a creature takes 2d6 piecing damage or half as much on a successful one. If you used reckless attack, creatures make this saving throw at disadvantage. This damage of this option increases to 2d8 at 17th level.  You can only use this option once per turn.

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