Base Class: Barbarian
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. The dwarves would spread the word of these gods across the realms, and thus extended this path to others.
Path of the Battlerager Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Battle-Hardened, Battlerager Armor |
| 6th | Reckless Abandon, Body Slam |
| 10th | Battlerager Charge |
| 14th | Adaptive Spikes |
Battle-Hardened
3rd-level Path of the Battlerager feature
Your experience in battle or through strategic planning has given you proficiency in one skill of your choice.
Battlerager Armor
3rd-level Path of the Battlerager feature
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 a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you Grapple a creature, the target takes piercing damage equal to half your barbarian level (rounded up) + your Strength modifier if your grapple check succeeds, and half if it does not.
This damage increases by 1d6 at 6th, 10th, and 14th level.
SPIKED ARMOR
Spiked armor is a rare type of medium armor typically made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Cost: 75 gp
AC: 14 + Dexterity modifier
Stealth: Disadvantage
Weight: 45 lb.
Reckless Abandon
6th-level Path of the Battlerager feature
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to half your barbarian level (rounded up) + your Constitution modifier (minimum of 1).
Body Slam
6th-level Path of the Battlerager feature
At 6th level, you have found an additional use for your spiked armor in some situations. When you are falling and wearing your spiked armor, you deal bludgeoning or piercing damage (your choice) equal to your Strength modifier + your Constitution modifier + your barbarian level for every 10 feet you fall.
If you are attempting to fall onto a creature, roll a percentile die. Take the result and add your Strength modifier, your Constitution modifier, your proficiency bonus, and your barbarian level. The DC to hit is equal to the number of feet you are falling (maximum of 100). You take fall damage as normal.
Additionally, your spiked armor attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Battlerager Charge
10th-level Path of the Battlerager feature
Beginning at 10th level, your momentum can carry devastating power into your enemies. Once per turn while raging, if you move at least 10 feet towards a creature in a straight line, you get a bonus to the attack and damage rolls equal to your Dexterity modifier. If the attack hits, you can use your reaction to force a Strength saving throw on the creature (DC 8 + your Constitution modifier + your proficiency bonus), knocking the creature prone on a failure, or knocking them backwards 10 feet on a success.
You can also take the Dash action as a bonus action.
Adaptive Spikes
14th-level Path of the Battlerager feature
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to half your barbarian level (rounded up) if you are raging, aren’t incapacitated, and are wearing spiked armor.
Additionally, while raging, when you take damage, you have resistance to that damage type. These resistances persist until you stop raging.
Previous Versions
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12/8/2022 3:38:06 AM
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25
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7
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Coming Soon
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