Path of the Battlerager in Audalis | World Anvil

Path of the Battlerager

Path of the Battlerager

Known as Kuldjargh (literally "axe idiot") in Khord, battleragers are khordaldrum 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.   Restriction: Dwarf Only   Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in khord society and culture.  

Spiked Armor Training

Starting when you choose this path at 3rd level, you gain proficiency in heavy armor and all forms of spiked armor. You also suffer no penalties for sleeping in armor.   In addition you can enter a Rage when wearing heavy armor.  

Bristling Fury

At 3rd level, while you are wearing spiked armor and raging creatures that hit you with a melee attack while within 5 feet suffer piercing damage equal to your rage damage bonus.  

Reckless Abandon

At 6th level, whenever you use the Reckless Attack feature, you gain temporary hit points equal to your Constitution modifier. If you are raging increase the number of temporary hit points gained by your proficiency bonus.  

Barbed Blitz

At 10th level, You have learned how to capatalize on your momentum. When you move at least 20 feet on your turn before making a melee weapon attack with your armor spikes, that attack deals an additional 2d10 piercing damage on a hit. If you reduce a medium or small creature to 0 hit points with this attack, they are impaled upon your spikes until the start of your next turn, providing you with cover. A medium creature grants 3/4 cover and a small creature grants 1/2 cover.   In addition you can Dash as a bonus action while raging.  

Keep Your Enemies Closer

Starting at 14th level, when you successfully grapple a creature, that creature suffers piercing damage equal to your Strength modifier. A creature you are grappling takes piercing damage equal to your Strength modifier whenever it attempts to escape your grapple.   If you choose to grapple a creature with both hands, you can use an action on your turn to hug the creature close and shake vigorously. The creature must make a Strength saving throw with a DC equal to 8 + you Strength modifier + your proficiency bonus. On a failed save the creature suffers 8d8 + your Strength modifier piercing damage. On a success they take half as much damage and can attempt to break the grapple as a reaction.   Add your rage damage bonus to all damage dealt by this feature while raging.

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