Difference between revisions of "Path of the Battlerager (5A)"

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=== Spiked Retribution ===
 
=== Spiked Retribution ===
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes <span style="text-decoration: line-through;background-color:coral">3</span> <span style="background-color:yellow">your spiked armor</span> piercing damage if you <span style="text-decoration: line-through;background-color:coral">are raging,</span> aren't incapacitated and are wearing spiked armor.
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Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes <span style="text-decoration: line-through;background-color:coral">3 piercing</span> <span style="background-color:yellow">your spiked armor</span> damage if you <span style="text-decoration: line-through;background-color:coral">are raging,</span> aren't incapacitated and are wearing spiked armor.

Revision as of 11:08, 1 November 2021

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  • Spikes is something you add to existing armor, not its own type of armor.
  • Temporary hit points must be compared to what the base class gets.
  • Bonus dash outside of rage.
  • Race restriction?
  • Poor damage

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.

Source: Sword Coast Adventurer's Guide Restriction: Dwarves Only

Only dwarves can follow the Path of the Battlerager. The battlerager fills 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.

Subclass Features

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

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 against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage as if hit by your spiked armor attack if your grapple check succeeds.

Armor Spikes 50 gp 6 lb.
Spiked armor is what you get when a smith adds Armor Spikes to your armor.

About a dozen blades are added in places where you can use them to attack or retaliate. Armor Spikes is a martial weapon that can be used by anyone. It works as a dagger, but cannot be thrown or disarmed. It does require a free hand to use the armor spikes effectively. Armor spikes can be made into magical weapons. As a battlerager, you learn additional ways to use spiked armor not available to others.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to half your barbarian level + your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. At level 9 when you gain temporary hit points from the Primal Vigor feature, add your Constitution modifier to your barbarian level to calculate the number of temporary hit points you gain.

Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action. while you are raging.

Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing your spiked armor damage if you are raging, aren't incapacitated and are wearing spiked armor.