Axe Idiot (5e Subclass)

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A dwarven kuldjargh roaring defiantly in preparation for battle!

Barbarian Subclass

The mythical battlerager—kuldjargh in the dwarven tongue, which literally translates to common as "axe idiot"—fills a particular niche in dwarf society and culture. Both beloved and feared by their fellow dwarves, battleragers are fearless warriors able to create an insane rage within thmemselves that goes above and beyond anything a traditional barbarian could ever hope to achieve.

While enraged, their face becomes twisted and his teeth grind together. Spittle flies from their mouth and dribbles down their beard, their eyes enlarge, bulge out, and become bloodshot. While in this berserk state, they become blurs of rage and fury, leaping from one enemy to another, and tearing into them with whatever they have on hand, though obviously preferring the weapons of their clan.

To other dwarves, battleragers are believed to have been touched by the gods, and they are held in reverence and fear. Madness and irrational behavior are commonly associated with them. Many believe that, if killed in battle, battleragers return to the earth to be reborn in the next generation with even more power, and they therefore have no fear of death.

While there is no official "guild" of battleragers, they tend to band together and occupy outlying sections of dwarven settlements regardless of any feuds or politics that would normally keep their various clans at odds with one another. They are given to drinking, rowdy and boisterous singing, and drunken carousing, far above and beyond what other dwarves are known for.

Special Note: This is a "fix" for the official Battlerager path which is an absurd creation from some novels as opposed to the original incarnation of the concept from the AD&D 2e sourcebook The Complete Guide to Dwarves. Thibbledorf Pwent was not a traditional battlerager by any stretch of the imagination.

Restriction: Dwarves Only[edit]

Only dwarves can follow the path of the Axe Idiot. Battleragers fill a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

Clan Weapons[edit]

When you first choose this path at 3rd level, choose six melee weapons favored by your clan. This can include improvised weapons and unarmed strikes. You become a fierce combatant when wielding these weapons.

While armed with one of your clan weapons, you land a critical hit whenever you roll a 19 or 20 on your attack roll. This does not stack with other abilities that improve your critical range, such as the Improved Critical feature of a Champion Fighter.

Battlerage[edit]

At 6th level, you are treated as if you were three levels higher for the purpose of determining how many times you can rage. When you rage, you can choose to transform it into a battlerage instead, adding the following traits and drawbacks to your normal barbarian rage.

  • When you use the Attack action with a clan weapon on your turn, you can make one additional melee attack as a bonus action. At 10th level this improves to two additional attacks, and at 14th level this improves to three additional attacks. All of these attacks must be made with one of your clan weapons.
  • You gain resistance to all types of damage except necrotic, and you are vulnerable to necrotic damage. Kuldjargh are infamously susceptible to necromancy and the undead.
  • You have advantage on Constitution saving throws, but disadvantage on Intelligence and Charisma saving throws.
  • You have advantage on any Intimidation checks you make, and you may use your Strength modifier in place of Charisma when making such checks. You have disadvantage on any other Intelligence or Charisma checks while in your battlerage.
  • As a bonus action, you can give a blood-curdling roar and contort your features in such a way as to inspire fear in your enemies. All opponents who have line of sight of you within 30 feet must succeed at a Wisdom saving throw or gain the frightened condition for 1d3 rounds. The DC for this save is equal to 8 + your proficiency bonus + your Strength modifier. If their CR is higher than your level or they have successfully attacked you prior to the roar, they have advantage on this save. Once a creature has been affected by your roar, it cannot be so again until the next dawn.

Any abilities you possess that affect your rage also affects your battlerage.

Raving Lunatic[edit]

At 10th level, your critical hit range with your clan weapons increases to 18-20, and your Fast Movement feature improves from 10 feet to 20 feet.

Foaming At The Mouth[edit]

At 14th level, your critical hit range with your clan weapons increases to 17-20.

In addition, while in a battlerage, your Relentless Rage class feature increases its DC by 2 instead of 5 each time its used between short and long rests. You can also enter your rage as a reaction on your turn instead of a bonus action, but it must be a battlerage instead of your normal barbarian rage.


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