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.
Heavy Armor Proficiency
Starting at 3rd level, you gain proficiency in Heavy Armor. Moreover, wearing heavy armor doesn't prevent you from gaining the rage bonuses.
Spiked Armor
When you choose this path at 3rd level, you can fix metallic spikes to a shield or armor during a short or long rest. When you do so, your spiked shield or armor also counts as a melee martial weapon with which you are proficient and that deals 1d4 piercing damage on a hit, increased to 1d6 at level 6. If you fix spikes on a magical shield or armor, piercing damage dealt by it counts as magical damage.
While you are wearing spiked armor or shield and are raging, you gain the following benefits:
- You deal piercing damage equal to your Proficiency Bonus to your target when you make a successful shove attack.
- Creatures grappled by you or grappling you take piercing damage equal to your Proficiency Bonus at the start of each of their turn until the grapple ends.
- When a creature makes a melee attack against you, you can use your reaction to bristle your spikes. when you do so, until the start of your next turn, any creature that makes a melee attack against you, including the triggering attack, takes piercing damage equal to your Proficiency Bonus.
Raging Abandon
Beginning at 6th level, when you attack with your Spike Armor or shield, you gain temporary hit points equal to your Constitution modifier (minimum of 1) at the end of your turn. They vanish if any of them are left when your rage ends.
If you shoved, grappled, or pushed a creature on your turn, you can add half of your level rounded down (minimum of 1) to the temporary hit points gained at the end of your turn.
Battle Charge
Starting at 10th level, after you move at least 10 feet in a straight line while raging, you can use an action to make a battle charge. When you do so, you move up to your remaining speed in a straight line, and you can make a shove attack against each creature that ends up being within 5 feet of you at any point during your charge. On a successful shove, a target is pushed 5 feet away from you (on one of your sides, as you push it out of your way), and is knocked prone. On a failed shove, your charge ends.
Unstoppable
At 14th level, your fury in battle makes you unstoppable. While you’re raging, your speed cannot be reduced in any way, moreover, when you use your Battle Charge feature while raging, you ignore difficult terrains and you gain resistance to all damage until the end of your movement.
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