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. They tear into their enemies and make them pay for getting close.
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 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. If the attack hits, the spikes deal 1d4 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 1d4 + Str piercing damage if your grapple check succeeds.
SPIKED ARMOR
Spiked armor is a rare type of medium armor 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 (max 2)
Stealth: Disadvantage
Weight: 45 lb.
Battlerage
This replaces the normal Barbarian rage.
You have learned to harness the emotions of an encounter and turn it into a battlerage. This rage propels you to recklessness. When you enter a Barbarian's rage, you enter a battlerage. If you are not already in a rage: as a Reaction, when you roll initiative, when you take damage, or when you see someone you consider an ally take damage you can elect to enter a Battlerage.
- You have advantage on Strength based Skill checks and Strength Saving Throws.
- You have Resistance to bludgeoning, piercing, and slashing damage.
- Your Speed is increased by 10ft.
- All your Attacks are considered Reckless. Gives you advantage to Attack, but Attack rolls from creatures within 30 ft against you also have advantage.
- You cannot cast Spells or concentrate on them while in a Battlerage.
- On a critical hit you may make a Spiked Armor attack. Limited to one extra attack per turn.
Your Battlerage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your Battlerage on your turn as a Bonus Action.
Rage Wounds
Starting at 6th level: 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.
Whenever you engage in a successful Action involving contact with another creature (i.e. Grapple, Shove, Attack, or any other Action involving physical contact) while wearing the spiked armor, the creature suffers a Rage Wound and takes 1d4 bleed damage at the start of the creatures turn. The Rage Wounds stays open unless the creature receives at least 1 HP worth of healing, are tended to with a Healer's Kit, or an action is used to make a DC 15 Wisdom (Medicine) check to stop the bleeding. Rage Wounds can stack but are limited to once per Action.
This damage increases to 2d4 at 11th level and 3d4 at 17th level.
Reckless Abandon
Starting at 6th level: Your bloodlust allows you to shrug off your opponent's attacks. When you use the attack action while raging and inflict a Rage Wound you gain temporary hit points equal to 1d4 + half of your barbarian level. When your rages ends, any remaining temporary hit points are removed.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. If you move at least 20ft toward an enemy, you can make a single melee weapon attack with your spiked armor as part of the Dash action.
Rend and Renew
At 10th level, when a Battlerager hits with a melee attack against a creature suffering from more than one Rage Wound they may use their Reaction to Rend those Rage Wounds causing the creature to immediately suffer bleeding damage from all their current Rage Wounds. In addition, a Battlerager that successfully Rends a target gains HP equal to their Constitution modifier + their Proficiency Bonus.
Blood Frenzy
Starting at the 14th level, as a Bonus Action during combat, any time a Battlerager has inflicted at least one Rage Wound against a creature they can elect to spend an additional use of their rage to enter into a Blood Frenzy. A Blood Frenzy lasts a number of rounds equal to the Battlerager's Constitution modifier. Entering a Blood Frenzy gives the Battlerager the following benefits:
- Increase any movement speed by an additional +10 ft.
- Rage Wound damage increases by 1d4.
- Your Rage Wounds can now effect creatures that do not normally bleed (i.e. plants, ooze, undead, etc.).
- Any successful melee attacks made against you cause the creature to suffer a stack of Rage Wounds (limited to 1 per the creature's turn)
- Any time a creature suffering from Rage Wounds is defeated, you gain an additional use of your Battlerage.
- As a Bonus Action you can extend your Blood Frenzy a number of rounds equal to your Constitution modifier by spending an additional use of Battlerage.
In addition to the above benefits, a Battleranger in a Blood Frenzy may choose to use their Reaction to inspire others to join in, providing them with an Advantage on their next attack. A number of creatures equal to the Battlerangers constitution modifier that can see or hear the Battleranger can benefit from this.
At the end of a Blood Frenzy the Battleranger no longer gains the benefits of the Blood Frenzy and suffers the following effects:
- All movement speed is halved.
- Disadvantage on all Strength-based Saves and Skill checks.
- Must succeed on a DC 20 Constitution Save or suffer a level of Exhaustion.
- Entering a Battlerage or Blood Frenzy requires an Attack Action.
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