Base Class: Barbarian
Known as Kuldjargh—literally “axe idiot” in Dwarvish—these warriors are not mocked by the title, but sanctified by it. Battleragers are dwarven devotees of the gods of war who walk the Path of the Moshbound, clad in brutal, spiked armor forged as much to wound as to protect.
They do not fight with their weapons alone, but with their entire bodies—charging headlong into the fray, crushing foes in iron embraces, and turning every clash into a riot of steel and blood. To a Kuldjargh, battle is not a tactic or a duty; it is a surrender to fury, momentum, and noise, until nothing remains standing but the iron-clad and the dead.
Source: Rowan90 Homebrew (Homebrew version of Path of the Battlerager).
Iron Hymn Harness
When you choose this path at 3rd level, you gain the ability to use spiked armour as a weapon. You also gain proficiency with a musical instrument of your choice.
While you are wearing spiked armour and are raging, you can use a bonus action to make one melee weapon attack with your armour spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls and your rage damage bonus if raging.
Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
Finally, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
“Steel remembers every body it has broken.”
Amplified Violence
Beginning at 6th level, your damage from your spiked armour increases to 1d8 (plus your strength modifier and rage damage bonus). Also the damage delt by a successful grapple increases to the match the unarmed strike damage (1d8 at this level). At 9th level both damage dice increase to 1d10, and from 12th level the both damage dice increase to 1d12.
Your damage delt with your spiked armour while ranging counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
“More weight. More spikes. Less mercy.”
Moshpit Master
Beginning at 10th level, when you move at least 15 feet while raging and hit a creature with a weapon attack the creature must make a strength saving throw (DC 8 + strength modifier + proficiency bonus) on a failure the creature hit with he attack is knocked prone and takes an additional spike armour weapon dice in damage from the attack. On a successful save the creature is not knocked prone and takes half damage.
“Run forward. Do not stop.”
Crowd Kill
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your proficiency bonus if you are raging, aren't incapacitated, and are wearing spiked armor.
“Hit me again. I dare you.”
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/4/2026 3:59:15 PM
|
4
|
0
|
--
|
Coming Soon
|
Comments