Battlerager (5e Subclass)
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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.
- Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture. You must have a Strength of over 15 in order to use this subclass, and the dwarven order of the battlerager frowns upon the usage of shields, though if you really want to I guess you can be a tank god.
- Battlerager Armor
When you choose this path at 3rd level, you gain proficiency in heavy spiked armor. (You may gain a set of heavy spiked armor at a place that makes sense in your campaign such as having it specially made or finding it as loot or given to you by your dwarven order, or you could start with a set at first level and simply not have used it until now.)
- Spiked Armor
Your AC becomes 18, you have disadvantage on Stealth checks, you do not gain the benefit of unarmored defense as this is considered heavy armor. You may add up to one point of Dexterity to your AC, at DM's discretion.
- Spiked Armor damage
Creatures take spiked armor damage when other creatures fail a melee attack roll on you and you may deal double spiked armor damage damage when you succeed a grapple.
You may ignore the requirement of not wearing heavy armor to use certain barbarian skills. This includes raging and Fast Movement.
- Reckless Abandon
At 6th level your spiked armor is considered magical for the purposes of overcoming resistances, you may use your bonus action to add spiked armor damage whenever you succeed on a melee attack.
- Battlerager Charge
Beginning at 10th level, your movement speed is doubled while you are raging, you may choose to ‘leap’ using up your movement and a bonus action. Leaping requires a DC 14 Athletics check that you have advantage on if you are raging, on a failure you face plant somewhere in the middle of your leap, on a success you land where you want to and deal 2d6 + Strength bludgeoning damage to all creatures within 10 feet and if you leaped into melee combat you automatically deal double spiked armor damage to one target you are now in melee combat with. While leaping you may reach up to 20 feet in height and you take no fall damage when you are considered ‘leaping’.
Also at 10th level you may enter any space occupied by another creature and use an attack action and half of your movement to make a contesting Strength check, on a success they are pushed 10(30 while raging) feet in your choice of direction and take spiked armor damage. On a failure they take half spiked armor damage and you are pushed back 5 feet to a safe melee space.
- Spiked Hell
At 14th level you gain advantage on grapple checks and may add your proficiency bonus to spiked armor damage when the creature you are attacking is larger than you. Your spiked armor now ignores resistance to magical piercing damage. When you gain advantage on a physical based roll, you may roll 3 dice and take the highest, rather than 2.