Barbarian
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.

This is heavily inspired by the revision from FluteLoot

Battlerager Armour

You gain proficiency in Smith’s Tools and Leatherworker’s Tools. If you already have proficiency in either of these you instead gain proficiency in another Artisan’s Tool of your choice. 

You gain the ability to both make and wear Battlerager Armour. During a long rest, you can convert any suit of non-magical or magical light or medium armour to Battlerager Armour. The armour will retain all its original properties (including enchantments and magical effects, if any). You can only have one suit of Battlerager Armour at any time, any previous suit of Battlerager Armour will lose its special properties if you create a new one.

It is not possible for your Battlerager Armour to be removed without your consent.

While wearing Battlerager Armour, Battleragers gain a number of benefits:

  • You can make special attacks with your armour spikes – armour strikes. These armour strikes count as simple melee weapons that do 1d8 piercing damage and use your Strength modifier for the hit and damage rolls. If your armour is magical, these strikes will also count as magical, and any bonuses to the enchantment level of the armour will be applied to these strikes, for example +1 armour will strike as a +1 weapon for the purposes of attack and damage rolls. 
  • You can choose to make unarmed strikes with armour strikes instead. 
  • When you use the Attack action while you are wearing spiked armour and you are raging, you can make one additional melee weapon attack with your armour spikes against a target within 5 feet of you as part of the Attack action.
  • When you successfully grapple a creature or a creature successfully grapples, engulfs or swallows you the creature takes damage equal to an armour strike. Any creature you have grappled at the start of your turn takes 1d8 damage.
  • You gain proficiency in Intimidation if you don’t already have it. While raging, you have advantage on Intimidation skill checks.

Battlerager Charge

Beginning at 6th level, you can take the Dash action as a bonus action while you are raging.

When you use the Dash action, you do not provoke opportunity attacks and you can move through spaces occupied by other creatures that are the same size as you or smaller as if they were difficult terrain. If you end your turn in a space occupied by another creature after using the Dash action, you instead end your turn in the most recent unoccupied space that you moved through during your turn, or to the nearest unoccupied space if no other spaces qualify.

You deal piercing damage equal to half your level to any creature whose space you move through when you Dash in this way. You cannot damage a creature more than once with this feature in the same round.

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.

If an enemy misses a melee attack against you after you use Reckless Attack, they take half your level in damage

Improved Battlerager Charge

When you use the battlerager charge dash, if you move at least 10ft in a straight line as part of this Dash you can also do one of the following:

  • Make an attack with your armour as part of this bonus action/action. You add a +5 bonus to the damage roll for this attack if you are raging and wearing Battlerager Armour.
  • Make a grapple attempt as part of this bonus action/action. You add a +5 bonus to the grapple check if you are raging and wearing Battlerager Armour.
  • Make a shove attempt as part of this bonus action/action, shoving an enemy creature up to 10ft away if successful, up to 20ft if you are raging.

Spiked retribution

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

This will be magical damage if you are wearing magical armor.

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