Base Class: Barbarian
New version of the Spined Ravager.
Spiked Armor Training
When you choose this path at 3rd level, you gain proficiency in heavy armor and all forms of spiked armor.
You also suffer no penalties for sleeping in armor.
In addition you can enter a Rage when wearing heavy armor.
SPIKED ARMOR
When wearing Spiked Armor a proficient creature can use it to make a melee weapon attack dealing 1d8 piercing damage. A creature that is not proficient in spiked armor who wears it suffers piercing damage for every 5 feet they move in the armor. This damage is 1 for light armor, 2 for medium armor, and 3 for heavy armor.
You can purchase or construct spiked variants of leather armor, hide armor, breastplate, half-plate, and plate. As well as shields. These versions of the items cost and weigh an additional 25% but have the same statistics and properties otherwise.
When worn by a proficient creature they may, as a reaction, deal 1 piercing damage to any creature that touches them or hits them with a melee attack while within 5 feet of the proficient creature.
Bristling Fury
At 3rd level, while you are wearing spiked armor and raging you may, as a reaction, deal piercing damage equal to your Strength modifier plus Rage damage to creatures that hit you with a melee attack while within 5 feet of you.
Reckless Resolve
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). When you use Reckless Attack while raging, you add your proficiency bonus to the temporary HP gained. All temporary hit points gained through this feature vanish if any of them are left when your rage ends.
Barbed Blitz
At 10th level, You have learned how to capitalize on your momentum. When you move at least 20 feet on your turn before making a melee weapon attack with your armor spikes, that attack deals an additional 2d10 piercing damage on a hit. If you reduce a medium or small creature to 0 hit points with this attack, they are impaled upon your spikes until the start of your next turn, providing you with cover. A medium creature grants 3/4 cover and a small creature grants 1/2 cover.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Keep Your Enemies Closer
Starting at 14th level, when you successfully grapple a creature, that creature suffers piercing damage equal to your Strength modifier. A creature you are grappling takes piercing damage equal to your Strength modifier whenever it attempts to escape your grapple.
If you choose to grapple a creature with both hands, you can use an action on your turn to hug the creature close and shake vigorously. The creature must make a Strength saving throw with a DC equal to 8 + you Strength modifier + your proficiency bonus. On a failed save the creature suffers 8d8 + your Strength modifier piercing damage. On a success they take half as much damage and can attempt to break the grapple as a reaction.
Add your rage damage bonus to all damage dealt by this feature while raging.
Comments