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 Ravager. 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.

Ravager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. While you are wearing spiked armor, you gain the following benefits:

  • You can use your spiked armor to make attacks. The armor is a simple melee weapon that deals 1d6 piercing damage on a hit. You use your Strength modifier for the attack and damage rolls.
  • While raging, you can make one melee weapon attack with your spiked armor as a bonus action.
  • Whenever you grapple a creature or start your turn grappling a creature, that creature takes your spiked armor damage. While raging, you can add your rage damage bonus to the damage roll.

When you reach certain levels in this class, the piercing damage your armor deals increases: at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Relentless Advance

Also at 3rd level, you can take the Dash action as a bonus action while raging. Additionally, you can move at full speed while grappling no more than one creature.

Reckless Retribution

Beginning at 6th level, once per turn, when you use Reckless Attack while raging, you also gain temporary hit points equal to your barbarian level. If you have any of these temporary hit points when your rage ends, the temporary hit points fade. While you have these temporary hit points and are wearing spiked armor, when a creature within 5 feet of you hits you with a melee attack, the attacker takes your spiked armor damage plus your rage damage bonus.

Violent Rampage

Starting at 10th level, when you take the Attack action on your turn while raging and wearing spiked armor, you can replace one of your attacks with a charge attack. You move up to your movement speed in a straight line without provoking opportunity attacks, shredding enemies with your spiked armor as you pass. Each creature within this line must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take your spiked armor damage plus your rage damage bonus and be knocked prone.

Unending Ferocity

Starting at 14th level, your ferocity in battle allows you to shrug off effects that would stagger others. While raging, you have advantage on saving throws against being stunned, paralyzed, restrained, or incapacitated. Additionally, attacks made with your spiked armor score a critical hit on a roll of 18-20.

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