Barbarian: Path of the Battlerager
Become a Living Weapon in the Heat of Battle
Barbarian: Path of the Battlerager
Barbarians who follow the Path of the Battlerager are fierce devotees of the gods of war, known among their kin as Kuldjargh or “axe idiots.” These warriors don spiked armor and engage in battle with reckless abandon, using their very bodies as weapons. Embracing the raw fury of combat, Battleragers throw themselves into the fray, their every movement a brutal, calculated assault. Their armor becomes a deadly extension of their rage, turning them into unstoppable forces of destruction on the battlefield.
Level 3: Fearless Armorer
- Tools for War: You gain proficiency with Smith’s Tools or Leatherworker’s Tools.
- Spiked Armor: During a Long Rest, you can use your tools to add spikes to any light or medium armor, crafting Spiked Armor.
- While wearing Spiked Armor:
- Blunt Defense: You can use your Constitution modifier instead of Dexterity for your AC calculation.
- Grapple: You can use a bonus action to make an unarmed strike to grapple.
- Spike Strike: You can use your spiked armor as a melee weapon:
- Deals 1d6 piercing damage (increases to 1d8 at 9th level, 1d10 at 16th level).
- Constrict: At the start of each of your turns, you can deal Spike Strike damage to one creature you’re grappling.
- Weapon Mastery: When crafting Spiked Armor, choose a Weapon Mastery (Vex, Topple, Push, or Sap). You can use the chosen property on hit. You can change the property after a Long Rest using your tools.
- Hazardous Use: Any creature not proficient with the Spiked Armor takes your Spike Strike damage for every 5 feet they move in it.
Level 6: Spiked Mastery
- Necrotic Resistance: You gain resistance to necrotic damage.
- Necrotic Spikes: You can choose to deal necrotic damage instead of piercing when using Spiked Armor.
- Spiked Retribution: When a creature within 5 feet hits you with a melee attack, it takes piercing damage equal to your Rage Damage Bonus.
Level 10: Traction Spikes
- Climbing: You gain a climb speed equal to your walking speed.
- Dash While Raging:
- You can Dash as a bonus action while raging.
- Creatures have disadvantage on opportunity attacks against you when you Dash this way.
Level 14: Spiked Grappler
- Spiked Bind: The first creature you hit on your turn with Spiked Armor has disadvantage on its next saving throw to resist your grapple before the end of your next turn.
- Spiked Grip: A creature you are grappling has disadvantage on ability checks to escape.
- Spiked Wounds: When a grappled creature fails an ability check to escape, it takes Spike Strike damage.