Barbarian
Base Class: Barbarian

Battleragers were a type of dwarf warrior whose combat style relied on raw instinct, anger, and physical strength. The individuals who practiced this type of fighting were usually mentally unstable with a low life expectancy. Known as Dwarven "Kuldjargh", the "axe idiots", Battleragers 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. Most Battleragers cover their entire bodies in tattoos and symbols, any skin left bare will be covered in war paint before battle. Battleragers worshiped the Dwarven gods of war and many believed they channeled their god's spirit in battle. Battleragers were also under the impression that if they died in battle, their gods would resurrect them with increased strength. These beliefs allowed Battleragers to fully immerse themselves into combat, as they had no fear of death.

“If it moves, kill it.”
— Battlerager maxim

Restriction: Dwarves Only

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.

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 wearing spiked armor you can use an action to make one melee weapon attack against a target within 5 feet of you. If the attack hits, the spikes deal 1d8 piercing damage. You use your Strength modifier for the attack and damage rolls.

While you are wearing spiked armor  you can use a bonus action to make one melee weapon attack against a target within 5 feet of you. If the attack hits, the spikes deal 1d8 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 6 piercing damage if your grapple check succeeds.

When a target is grappled, you can use the Attack action to violently thrash and deal 1d10 slashing damage. You use your Strength modifier for the attack and damage rolls.

Colossal Force

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.

In addition, when you deal damage with your spiked armor, it counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. This effect extends to the piercing damage you deal to creatures 

Titanic Crash

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. Additionally, when you use a bonus action to enter your rage, you also gain the benefits of the dash action for that turn.

Also if the battlerager charges at least 20 feet in a straight line just before making an attack, add 1d6 of bludgeoning damage per 10 feet of movement to the damage of that attack.

Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 5 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.

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