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.
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 you are wearing spiked armor and are raging you gain the following benefits:
- Whenever you are hit by a melee attack while you are wearing spiked armor, the creature attacking you takes piercing damage equal to half of your proficiency bonus.
- You can use a bonus action on your turn to make a 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. This damage increases to 2d6 at 10th level.
- Whenever a creature fails a grapple save against you, that creature takes 1d6 piercing damage. This damage increases to 2d6 at 10th level.
SPIKED ARMOR
You can cover the armor you are wearing with metal spikes, to make it more lethal and usable as a weapon.
Doing so changes the statistics of your armor in the following ways:
AC: Your current armor's AC + half of your proficiency bonus.
Stealth: Disadvantage
Weight: Your current armor's weight + 20 lb.
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.
Battlerager Charge
Starting at 10th level, you can take the Dash action as a bonus action while raging.
Additionally, whenever you take the Dash action, your Grappling save DC increases by an amount equal to your strength modifier and the target of your grapple takes piercing damage equal to an amount of d6s equal to your Rage damage bonus if it fails the grapple save or half as much damage on a success.
Mauling spikes
Beginning at 14th level, any creature that is grappled by you while you are wearing your spiked armor takes 1d6 piercing damage for every 5ft. you travel with it.
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