Barbarian - Battlerager Revised

by Homebrew Barcana

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Primal Path: Path of the Battlerager Revised

This is a homebrewed revision to Green Ronin Publishing’s Battlerager primal path for barbarians as presented in Sword Coast Adventurer’s Guide. It allows for you to be the Kuldjargh ("axe idiot" in dwarven) that should have been.

Restritction: Dwarves Only

Only dwarves can follow this Primal Path. Being a Battlerager, you fill a particular role with dwarven society and culture that is barbaric but sometimes necessary.

The restriction exists for the Forgotten Realms setting. However, your DM can lift this restriction to better suit the campaign in mind.

Battlerager Armor

At 3rd level, you gain the rare medium armor known as "Spiked Armor." You gain a special version of a chain shirt or scale mail that was modified into spiked armor. You are proficient in spiked armor as an exotic melee weapon. If you hit with your spiked armor, you deal 1d6 + your Strength modifier piercing damage to the target.

While you are wearing spiked armor, creatures you successfully grapple and creatures that successfully grapples you takes damage from your spiked armor equal to your Strength modifier.

Once per long rest, you can modify any medium armor, other than hide armor, to become spiked armor. You need 50 gp in raw materials and a skill check using Smith’s Tools. Any armor that becomes spiked armor causes it to weigh 5 pounds more.

Dwarven Upkeep

At 3rd level, you learn the mending cantrip as barbarian cantrip. Constitution is your spellcasting ability for this cantrip.

Spiked Retribution

Starting at 6th level, when a creature within 5 feet of you hits you with an attack, you can make an attack with your spiked armor against the attacker if you are raging, aren't incapacitated, and are wearing spiked armor

Additionally, any time you critically hit with your spiked armor, the creature is wounded by it. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you wounded it and can make a DC 15 Constitution saving throw, ending all such wounds on itself on a success.

Alternatively, the wounded creature, or a creature within 5 feet of it, can use its action to make a DC 15 Wisdom (Medicine) check, ending such wounds on itself on a success.

Reckless Modification

At 10th level, at the end of your next long rest, you modify your spiked armor to enforce grander brutality. Your spiked armor permanently gains one of the following benefits:

  • Larger Spikes. Your spiked armor deals an additional 1d6 piercing damage, gains the heavy property, and any wounds caused by it deal 1d6 necrotic damage instead. However, while wearing this armor, you cannot wield a shield, and it weighs 10 pounds more.
  • Lighter Armor. Your spiked armor weighs 5 pounds less, gains the light property, and your choice of Maximum Dexterity bonus to AC to increase by 1 or removes the Dexterity (Stealth) penalty if present.
  • Red Hot Spikes. Your spiked armor now deals 1 fire damage, you are resistant to cold damage while wearing your spiked armor, and wounds caused by this weapon deal fire damage instead of necrotic damage.

Battlerager Vigor

Beginning at 14th level, when you begin raging and at the start of each your turns while raging, you you can take the Dash action as a bonus action, and you gain temporary hit points equal to half your Barbarian level + your Constitution modifier. These temporary hit points vanish when your rage ends.

Overrun Benefits

If you DM allows the optional Overrun ability from page 272 of the Dungeon Master's Guide. The following features also allow these benefits:

  • Battlerager Armor. While you are wearing spiked armor, any successfully Overrun checks you make will cause the creature to take damage from your spiked armor.
  • Battlerager Vigor. You gain one free use of Overrun when you use the Dash action.
Homebrew Barcana | Battlerager Revised
 

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