Barbarian
Base Class: Barbarian

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are 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.

 

Brutal Tactics

When you choose this path at 3rd level, you gain proficiency with spiked armor, and can use it as a weapon. You also gain the benefits of rage while wearing spiked armor, even if it is heavy armor.

When used as a weapon, it deals 2d4 piercing damage. You use your Strength modifier for the attack and damage rolls. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you, or to attempt to grapple a target within 5 feet of you. Additionally, if you succeed a grapple check against a target creature, you also deal 2d4 piercing damage, plus your Strength modifier.

Additionally, you can take the Dash action as a bonus action while you are raging. While wearing spiked armor, if you move within 5 feet of a creature, or run past it, you can choose to make an attack with your armor spikes against each creature. This attack does not use your action. You can only make this attack an amount of times per turn equal to your proficiency bonus. You can only attack a creature with this attack once per turn.

Battlerager Armor

Also at 3rd level, you gain proficiency with Smith's Tools. If you have Smith's Tools and any sort of heavy armor, you can spend 8 hours to add spikes to the heavy armor, making it treated as spiked armor for the purposes of this subclass.

Reckless Charge

Beginning at 6th level, when you first enter your rage, your movement speed is doubled until the end of your turn. Additionally, if you move within 5 feet of a creature, or move past it, while wearing spiked armor, and choose to make an attack with your armor spikes against each creature, you gain the following benefits:

  • Each attack against the target creatures are at advantage.
  • Enemies can't target you for opportunity attacks.

Damage dealt with spiked armor is changed to 4d4.

Guts and Glory

Beginning at 10th level, when you succeed an attack with your armor spikes, or succeed a grapple while wearing spiked armor, you benefit from the following effects:

  • You gain temporary hit points equal to 1d12+your Constitution modifier (minimum 1) until the end of your turn. You can only gain temporary hit points this way once per turn.
  • You can move an additional 30 feet. If you are currently grappling a creature, you must stop grappling the target creature to use this ability. This effect can only occur once per turn. Enemies can't target you for opportunity attacks during this.

Damage dealt with spiked armor is increased to 4d6.

One Man Army

Starting at 14th level, your movement speed is increased by 10 feet. Additionally, while in your rage, your movement speed is increased by an additional 20 feet, you can add your Constitution modifier to attack and damage rolls using spiked armor, and you have advantage on Constitution checks and Constitution saving throws.

Damage dealt with spiked armor is increased to 4d8.

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