Barbarian
Base Class: Barbarian

Barbarians who walk the path of the Battlerager are living weapons, clad in cruel spiked armour and hurling themselves into the fray with savage abandon. They meet their enemies head-on, turning every inch of their armoured body into a hazard, crushing foes in iron embraces and tearing them apart with every grapple and charge. Against massive beasts and towering giants, they do not flinch—they climb, latch, and hold fast, riding their prey until it falls. A Battlerager is not a duellist or a tactician—they are an unstoppable avalanche of steel and fury.

Spiked Assault

You gain the following benefits while you are wearing spiked armour and not wielding a shield and a weapon with the heavy property:

Spiked Strikes. Your unarmed strikes made with spiked armour deal 1d8 + your Strength modifier piercing damage instead of the normal damage. They count as melee weapon attacks for the purpose of your Barbarian features and have the Graze mastery property. Your Spiked Strikes gain a bonus to attack and damage rolls equal to the AC bonus your armour provides due to being magical (for example, +1 spiked armour grants +1 to hit and damage with Spiked Strikes).

Iron Hide. While raging, you gain a bonus to AC equal to your Constitution modifier (minimum +1).

Driving Spikes. When you take the Attack action and attack with your Spiked Strikes, you can make a special bonus action attack with them, dealing 1d4 + your Strength modifier piercing damage on a hit. You can use this attack only if:

  • You are grappling the target, or
  • You moved at least 10 feet in a straight line toward the target immediately before making this attack.

This attack benefits from any bonuses that apply to your Spiked Strikes.

Reckless Charge

When you are raging and move at least 20 feet straight toward a creature, if you make one melee weapon attack against it and hit, the target is knocked prone if the target is no more than one size larger than you.

Titan Wrestler

When you grapple a creature that is Huge or larger, you can choose to latch onto it. The target gains the Latched condition. You can choose to end your grapple on a latched creature at any time.

Latched
While you have the Latched condition, you experience the following effects:

  • Counts as Grappled. You are considered to be grappling the creature latched onto you, and that creature is considered to be grappling you, for the purposes of all features, feats, and abilities.
  • Movement. When you move, the creature grappling you moves with you and remains in your space. When the creature moves, you move with it and remain in its space.

Barbed Hold

If a creature you are grappling forces you to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to gain advantage on that save. You must decide to do so before rolling.

Crushing Embrace

While raging, at the start of your turn, each creature you are grappling takes piercing damage equal to 1d8 + your Strength modifier from your spiked armour.

Chain Charge

Once per Rage, when you use Reckless Charge, you can keep your momentum going and crash into multiple foes.

After you hit and knock a creature prone with Reckless Charge, you can immediately move up to 10 feet toward another creature without expending movement and make one melee attack against it. On a hit, the target is knocked prone if it is no more than one size larger than you.

You can only charge creatures that are not prone. Creatures that are prone can’t make opportunity attacks against you during this charge.

If you knock the new target prone, you can repeat this process, chaining into another creature within 10 feet. The chain ends if you miss an attack, fail to knock the target prone, or have no eligible target within 10 feet.

Battlerager Image

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