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# Path of the Battlerager # (Revised Features) ## Should this be used? Something I have come to notice is that I have never actually seen someone play this subclass. Now, whether people don't often play it because they think it is lackluster or weak, they just don't like how it plays, or if the idea of a raving lunatic covered in spikes diving head first into enemies is not something people want (somehow), I am hoping to get more people to enjoy this subclass, be that by giving more reason to grapple, making the barbarian less MAD (multiple ability dependency, and yes I see the irony), or even just some extra ribbon fluff. Of course, if you think the Battlerager is perfect as is then I am glad that someone can have fun with it. But if there is even just a single feature presented that you don't really care for, then this could give you possible alternatives to play with. ### Dwarf only restrictions? I think I speak or most people when I say that race locking a subclass is paramount to shooting yourself in the foot. As such, I flavour the Battlerager in this as less a Dwarf only thing, but rather a style of combat that originates from dwarven society (think of hoplites from ancient greece and how despite not being greek we can all recognize that style and possibly replicate it). ### Dwarven Aptitude At 3rd level, whether through natural talent or hard work and tutelage, you have come to learn the Dwarven ways of smithing and are more knowledgeable of armour because of it. You gain proficiency with smiths tools and heavy armour, and whenever you make an intelligence check related to armour, be it flaws in its design, its general value, or any other reason, you are considered proficient in the check and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ### Battlerager Armour Variant (A) When you choose this path at 3rd level, you begin to modify your armour to be yet another weapon in your arsenal, the same way the Kuldjargh of old once did. Over the course of a long rest you can modify a set of medium or heavy armour to suit your needs, turning it into a spiked version of itself. While you are wearing a set of spiked armour, you gain the benefits of rage even if you are wearing heavy armour and any creature that successfully grapples, restrains, or otherwise holds onto you takes an amount of piercing damage at the start of each of its turn equal to your strength modifier so long as it continues to hold onto you. Alternatively, a creature also takes this piercing damage after you successfully grapple it and it takes this damage again at the start of each of your turns so long as you continue to grapple it.
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A creature can only take this damage once per round (You cannot grapple the creature grappling you to cause both damage effects). In addition, if you turn a set of magical armour into spiked armour, the damage of your features granted by spiked armour counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Finally, should the spiked armour be magical and provide an additional bonus to AC, this bonus is also applied to the damage done by this feature. ### Reckless Abandon Variant (A) Beginning at 6th level, you have become more accustomed to your spiked armour, learning to leave your defense to it entirely while you focus on offense. When you use Reckless Attack while wearing spiked armour, you also gain temporary hit points equal to half your barbarian level (rounded down). They vanish if any of them are left when your rage ends. ### Battlerager Charge Variant (A) Beginning at 10th level, you can use your spiked armour to turn yourself into a nigh unstoppable battering ram, letting no one stand in your way. Whenever you take the dash action while raging and wearing spiked armour, you can move through the spaces of other creatures unimpeded. Additionally, any creature whose space you moved through in this way must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your strength modifier) or take piercing damage equal to your Barbarian level and be knocked prone. Creatures that are more than one size category larger than you cannot be knocked prone by this feature. ### Spiked Retribution Variant (A) Starting at 14th level, you have learned to how to harm others as they harm you, becoming a walking hazard all your own. If you are are wearing spiked armour and aren't incapacitated, when a creature within 5 feet of you hits you with a melee attack, or makes the attack with a part of its body (such as a tail attack), the attacker takes piercing damage equal to that of your Battlerager Armour feature. \pagebreak ### Battlerager Armour Variant (B) When you choose this path at 3rd level, you begin to modify your armour to be yet another weapon in your arsenal, the same way the Kuldjargh of old once did. Over the course of a long rest you can modify a set of medium or heavy armour to suit your needs, turning it into a spiked version of itself. While you are wearing a set of spiked armour, you gain the benefits of raging despite wearing heavy armour and any creature that successfully grapples, restrains, or otherwise holds onto you takes 1d6 piercing damage at the start of each of its turn so long as it continues to hold onto you. Alternatively, a creature also takes this piercing damage after you successfully grapple it and it takes this damage again at the start of each of your turns so long as you continue to grapple it. This damage increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level. A creature can only take this damage once per round (You cannot grapple the creature grappling you to cause both damage effects). In addition, if you turn a set of magical armour into spiked armour, the damage of your features granted by spiked armour counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Battlerager Charge Variant (B) Beginning at 10th level, you can use your spiked armour to turn yourself into a nigh unstoppable battering ram, letting no one stand in your way. Whenever you take the dash action while raging and wearing spiked armour, you can move through the spaces of other creatures unimpeded. Additionally, any creature whose space you moved through in this way must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your strength modifier) or take 2d12 piercing damage and be knocked prone. At 17th level, the damage of this feature increases to 3d12 . Creatures that are more than one size category larger than you cannot be knocked prone by this feature. ### Spiked Retribution Variant (B) Starting at 14th level, you have learned to how to harm others as they harm you, becoming a walking hazard all your own. If you are are wearing spiked armour and aren't incapacitated, when a creature within 5 feet of you hits you with a melee attack, or makes the attack with a part of its body (such as a tail attack), the attacker takes 2d6 piercing damage. At 17th level, this damage increases to 3d6. \columnbreak ## Change log & References ### Version 1.1 * Added Variant B features with intent on better scaling and just overall stronger. * Added an increase to damage for Variant A features based on bonuses of magic armour. * Fixed minor grammar errors.
### Artwork and Inspiration sources * [Igor Ersh - Artist](https://www.artstation.com/artwork/rRKloL) * [Barcana - Inspiration](https://www.gmbinder.com/share/-LQV0ByUxO7NQktCMN1B)
### Variants A & B? So for the interest of making as useful to those who find this, and given that most people differ on opinions on balance, I plan on presenting multiple possible variants so that if one is not quite up to snuff for play at your table, then perhaps the next one might just be what your looking for. Do note that I will be making these variants to be working in tandem with their other pairings (Variant A is balanced with the intent that all other Variant A features will be used). This does not mean I intend to make these only as a set, you may mix and match as you wish, just do understand that some of these may become more or less useful under those circumstances.
### But what about (Y) instead of (X)? Hopefully the Variants I provided are of some worth to others, enough maybe that people might actually use this in their games. However, I know that there will always be more to improve upon, and that there may be better tweaks to these than I have suggested. So if there are any critiques or suggestions on the topic, I'd love to hear whatever you might have say on the subject. I might even come back and add on said suggestions as other alternative Variants.