Battlerager, Variant (5e Subclass)

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Battlerager[edit]

Barbarians Subclass

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Battlerager Armor

When you choose this path at 3rd level, Once per long rest, you can modify any non-heavy armor to become spiked armor. You need 50 gp in raw materials and a skill check using Smith’s Tools. Any armor that becomes spiked armor causes it to weigh 5 pounds more. If the armor is magical, then the gold required is increased by 50 GP for each rarity level (common to legendary), and the damage from your spiked armor becomes magical.

In addition, while you aren't incapacitated, and are wearing spiked armor, You gain a bonus to your AC equal to your Constitution modifier minus 4 (minimum of this bonus equals 0).

Spiked Armor damage

1d4 piercing damage. At 11th level, this becomes 1d6 piercing damage.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the target takes Spiked Armor damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you grapple a creature or when a creature grapples you, the target takes Spiked Armor damage + Rage damage.

Reckless Abandon

At 6th level, your spiked armor is considered magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage.

Also at 6th level, you gain temporary hit points equal your Constitution modifier when you enter a rage and when you succeed in a reckless attack.

Additionally, when a creature touches you or a creature within 5 feet of you hits you with a melee attack, the attacker takes Spiked Armor damage + Rage damage if you are raging, aren't incapacitated, and are wearing spiked armor.

Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. As part of the bonus action you take Dash action, you can use a bonus action to make one melee weapon attack or to shove a creature.

Additionally, If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a bonus to the attack's damage roll equal Spiked Armor damage(if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Spiked Hell

At 14th level you can add Rage Damage on grapple and shove checks. Your spiked armor now ignores resistance to piercing damage. When you gain advantage on a Strength-based roll, you may roll 3 dice and take the highest, rather than 2.

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