Base Class: Barbarian
"There's no wall I can't run through and no army I can't run over. Get out of my way — or become part of the road."
Some barbarians rage in place, a storm rooted to the ground. The Battle Charger is the storm moving — a runaway force of muscle and momentum who treats the battlefield as a runway and every enemy as something between them and the finish line. They do not flank, kite, or maneuver. They pick a target, lower their shoulder, and build speed until the world has to get out of the way or break.
Where a cavalier needs a horse, the Battle Charger is the horse. Their own legs are the lance, the ram, and the avalanche.
Subclass Features
A Battle Charger gains features at Barbarian levels 3, 6, 10, and 14.
The Charge Die
Several of your features use your Charge Die, which represents your accumulating momentum. It scales with your Barbarian level:
| Barbarian Level | Charge Die |
|---|---|
| 3rd | 1d8 |
| 6th | 1d10 |
| 10th | 1d12 |
| 14th | 2d12 |
Level 3 — Reckless Velocity
Your rage becomes a forward-hurtling force.
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Built for Speed. While your Rage is active, your Speed increases by 10 feet, and moving out of an enemy's reach doesn't provoke Opportunity Attacks.
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Crashing Charge. Once per turn while raging, if you move at least 20 feet in a straight line toward a creature and then hit it with a melee weapon attack on the same turn, the attack deals extra Bludgeoning damage equal to one roll of your Charge Die.
In addition, the target must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or take Bludgeoning damage equal to your Charge Die, be knocked Prone (if it's Large or smaller), and pushed 5 feet straight back.
Level 6 — Unstoppable Trample
Nothing slows the charge — not terrain, not bodies.
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Bulldoze. While raging, Difficult Terrain costs you no extra movement, and you can move through the space of any creature that is Large or smaller, treating its space as Difficult Terrain. You are never forced to stop early because a creature is in your way.
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Trample. When you move through a hostile creature's space during your turn while raging, you can force it to make a Strength saving throw against your Crashing Charge DC immediately. On a failure, it takes Bludgeoning damage equal to one roll of your Charge Die and is knocked Prone. You can force this save only once per creature per turn, but there is no limit to how many different creatures you can flatten as you move through a crowd.
Level 10 — Seismic Collision
Your impacts no longer stop at a single target — they ripple outward.
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Shockwave. When you hit a creature with your Crashing Charge, the impact detonates. Each other creature within 10 feet of the target must succeed on a Strength saving throw against your Crashing Charge DC or take Bludgeoning damage equal to your Strength modifier (minimum 1) and be knocked Prone.
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Wall-Breaker. Your Crashing Charge now pushes its primary target 15 feet straight back instead of 5 feet. If that creature collides with a wall, large object, or another creature before completing the push, it stops moving and takes additional Bludgeoning damage equal to one roll of your Charge Die. If the collision was with another creature, that collateral creature must also succeed on a Strength saving throw against your Crashing Charge DC or be knocked Prone.
Level 14 — The Unbroken Charge
You become an avalanche given a name. The battlefield reshapes itself around your path.
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Cataclysmic Charge. As a Bonus Action while raging, you can move up to twice your Speed in a straight line. During this movement, you can pass through the spaces of creatures and through nonmagical structures, walls, and barriers up to 10 feet thick, smashing an opening as you pass. (Structural objects automatically take Bludgeoning damage equal to two rolls of your Charge Die + your Strength modifier).
Every creature whose space you pass through, and every creature within 5 feet of your path, must make a Strength saving throw against your Crashing Charge DC. On a failed save, a creature takes Bludgeoning damage equal to your Charge Die + your Strength modifier, is pushed 10 feet directly away from your path, and is knocked Prone. On a successful save, it takes half as much damage and is pushed 10 feet away without being knocked Prone. You can use this feature a number of times equal to your Strength modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
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Unstoppable Force. While raging, you can't be knocked Prone, Grappled, or Restrained on any turn in which you've already moved at least 10 feet. Moreover, the first time each Rage that an effect would reduce you to 0 Hit Points, your momentum refuses to let you fall: you instead drop to 1 Hit Point and your Speed increases by an additional 10 feet until the end of your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/28/2026 10:17:30 PM
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7
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0
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1.0
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Coming Soon
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