Base Class: Fighter
Known as Dorjargh (literally “iron idiot”) in Dwarvish, Dorjargh are dwarf trained followers of the gods of war the most famous of which are the GutBuster Brigade. They specialize in wearing bulky, spiked armor using liquid enhancement and throwing themselves into combat, striking with their body itself and giving themselves over to the adrenaline of battle and the advantages of strong drink.
It is said that Dorjargh are born not made and their first swig of GutBuster will reveal them. Their incredibly vicious and ferocious fighting style often resembles the rage of the similarly famous Battle Ragers. However, most Dorjargh claim that Battle Ragers are just really pissed off that they can't drink like they can.
GutBuster
The defining trait of a GutBuster brigade trained fighter is not what most people think it is. Spiked Armor and a tendency to have the shakes are really more of a symptom of the strong drink favored by the brigade known only as GutBuster. This necessitates proficiency with Brewer's Suppliers. As well as a recipe for the drink. IIt's secret ingredients can be foraged in any area with limited food and water sources or better with a DC 15 survival check and takes 2 hours to prepare.
Gutbuster was a strong drink that only the toughest dwarves and foolhardiest non-dwarves would ever attempt to drink. However, if the drinker survived it, they were granted immunity to poison, sleep and immune to cold for some time due to the fire in the belly. It was described as the "most foul-tasting concoction ever brewed."
Dorjargh Can swig GutBuster 1 oz at a time from a flask containing no more than 8 oz as a Bonus Action and put fire in the belly for 5 rounds. Drinking another ounce begins the 5 rounds over again but requires a Constitution Save vs. Extreme Heat with a DC of 10 +2 for each previous oz that was drunk in the past hour. A failed save generates 1 level of temporary exhaustion that lasts for 8 hours or until the end of a long rest.
Gutbuster is extremely flammable and can be used like flammable oil on creatures or objects. Anyone consuming this, without being a full-fledged member of the GutBuster brigade or an honorary member by virtue of being a Dorjargh, immediately makes a Constitution Save DC 20+2 for each previous oz that was drunk and on a successful save must immediately spend one action throwing up the vile tasting brew gaining none of it's effects. On a failed save they receive one level of real exhaustion before requiring you to hurl the burning nasty substance back up.
At 10th Level GutBuster in addition to all other bonuses gives you immunity to frighten and charm effects and temporary hitpoints equal to your Prof + Strength Modifier each round at the start of your turn this lasts until 5 rounds after the last drink of GutBuster.
Spiked Armor Master
When you choose this path at 3rd level, you gain the ability to use spiked armor (see the “Armor Spikes” sidebar) as a weapon.
While you are wearing spiked armor or any other armor with spikes attached and under the effects of GutBuster, you can use a bonus action to whirl around in the chaos of combat colliding with all enemies around giving you a free attack against all creatures within 5 feet using your Armor Spikes.
When you successfully grapple or shove a creature, You deal damage with your Armor Spikes.
ARMOR SPIKES (Any)
Armor Spikes are a rare type armor modification traditionally made by dwarves that can be added on to any armor or shield. It consists of a series of straps and braces covered with spikes that are usually made of metal. In some cases exceptionally sharp ridged plates are used.
Cost: 75 gp
AC: (per base armor)
Stealth: Disadvantage
Weight: 15 lb.
Flying Cross Body Tackle
Beginning at 7th level, Once on each of your turns when you make a melee Attack, you can make another melee Attack against a different creature that is within 5 feet of the original target and within 5 feet of you. If you hit you may make a free grapple or shove attempt.
Squishy shields.
If you have an enemy grappled by you, you have half-cover against attack rolls made by their allies. Even if they are prone, while grappled you still gain this benefit as you carry their flopping form on your spikes.
GutBuster 'Portation
Beginning at 10th level, you learn to rip and tear your way through hordes of lesser enemies. as a bonus action while you are under the effects of GutBuster activate a special Dash action called GutBuster 'Portation adding 30 feet of extra movement as per Dash and the ability to make any number of athletics checks to shove (Overrun) any number of foes as long as you move in a straight line, are no more than 5 feet away from you when being shoved and no more than 1 size category larger than you. Each of these athletics checks can take advantage of Spikey Contact if wearing spiked armor.
In addition, you no longer move at half speed while grappling a single target.
Get Pwent
Each time a creature targets you with an attack while you have a creature grappled to you, roll a d4 if you get a 4 the attack instead targets that creature.
At 15th level you can have 2 creatures you are grappling affected by this ability if you roll a 3 on the d4 the incoming attack instead targets the second creature.
This ability lasts until the creatures run out of hit points or are no longer grappled.
D' you get the Pwent?
Starting at 15th level, when a creature you can see within 5 feet hits you with an attack they take 2 + Strength Damage.
Chug n Run
Chug n Run
Chugging GutBuster is a nearly suicidal effort that requires an action and is the equivalent of drinking 5 ounces in one go and lasts for 5 rounds requiring at least 15 feet of movement each round to keep the burn down unless incapacitated. If he does not move at least 15 feet each round while holding down his gutbuster the dc of con saves vs gutbuster goes up by 2 for the next hour.
This act begins a series of con saving throws that begins at DC18+2 for each previous oz that was drunk in the past hour. Each round this con save must be passed or spend the round incapacitated for 1 round while throwing up gutbuster that acts like concentrated alchemists fire dealing 5d6 and setting alight anything in a 15 foot cone in the direction the Dorjargh chooses.
Overdoing it on Gutbuster supercharges them making them move with a fiery intensity and glow slightly from the inside as they heat up. The Dorjargh gains advantage on attack rolls, ability checks, and saving throws, other creatures have disadvantage on attack rolls against the Dorjargh. This lasts until 5 rounds have passed or the Dorjargh throws up the Gutbuster.
At the beginning of the next turn after throwing up the Dorjargh gains the effects of the haste spell for 4 rounds as they feel much better after throwing up. At the end of those 4 rounds the Dorjargh suffers a level of exhaustion. If the Dorjargh by some miracle is able to hold down his liquor after chugging the Gutbuster for 5 rounds he does not suffer exhaustion and adds 2d8 fire damage to all spike attacks for 5 rounds as his armor heats up to scalding temperatures.
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