Hawk Diesel
Adventurer
So another thread got me wondering about the Battlerager. Not only is it supposed to be limited to Dwarves, but unlike pretty much any other class ability it requires you to utilize a very specific type of equipment in order to even benefit from most of the class abilities. For these reasons, as well as to bring it more in line with a Berserker Barbarian (if you remove the exhaustion cost which I believe is the right call), I wondered how I might adjust the archetype. And so I present a somewhat different take on the Battlerager. Let me know your thoughts.
Path of the Battlerager
It is a little known fact that the infamous Kuldjargh, or dwarven "axe idiot" is in fact modeled on ancient warriors that existed long ago. The dwarves modeled their armor and fighting style after people that through focus of their ferocity and bloodlust could manifest deadly spikes and blades from their skin. The exact nature of this transformation has been lost to time. Some say these warriors grew a spiky carapace, others saying their bones actually pierced through flesh leaving bloody wounds and further driving their rage. Whatever the method, the result was the same. These are the original Battleragers.
Spikes of War
When you choose this path at 3rd level, you gain the ability to manifest spikes from your flesh and use them as a weapon. When you enter your rage these spikes emerge. Any clothing or armor not specially designed to accommodate these spikes is destroyed.
While these spikes are manifested you can use a bonus action to make one melee weapon attack with your 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, any creature that starts its turn grappled by you automatically takes this spike damage.
Reasoning: A Berserker Barbarian's Frenzy ability gives it an automatic attack (likely with a greatsword or greataxe) as a bonus action. Removing the rage improves this ability, and makes it WAY better than dealing 1d4 + Strength as a bonus action. To sweeten the pot and give the Battlerager extra incentive to grapple, I thought this would be appropriate.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Reasoning: I understand why this ability initially existed. Or at least I have a theory. Because a Battlerager as originally designed would likely have worse AC than an unarmored barbarian, and because a Battlerage is less likely to use a shield to keep an open hand free for grappling, this ability represented a way to improve the Battlerager's ability to soak damage. Also, it encourages a Battlerager to live up to their reckless fighting style. Even with the spikes working with Unarmored Defense, the barbarian is still likely to maintain at least one free hand, meaning reduced DPR with a one-handed weapon and no shield. I was considering whether to require a Battlerager to actually be raging to benefit from this ability. In the end I figured raging while using it was appropriate, but I'm not sure. What do others think?
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus.
Reasoning: Most level 10 barbarian abilities don't require you to be raging to use them, so I removed the rage requirement for this ability. Also, these are usually more akin to ribbon abilities, abilities to improve exploration, abilities to improve mobility, or abilities to improve social interaction. This seems to fit.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your strength bonus if you are raging and aren't incapacitated.
Reasoning: The Berserker Barbarian's ability is strong, as it is a free attack as a reaction to being hit in melee, even outside of rage. Spiked Retribution on the other hand is automatic and happens as many times as you get hit, but only happens during rage and will likely will deal less damage than a successful Retaliation. I think this makes the abilities a wash, but I'm open to people's thoughts.
Path of the Battlerager
It is a little known fact that the infamous Kuldjargh, or dwarven "axe idiot" is in fact modeled on ancient warriors that existed long ago. The dwarves modeled their armor and fighting style after people that through focus of their ferocity and bloodlust could manifest deadly spikes and blades from their skin. The exact nature of this transformation has been lost to time. Some say these warriors grew a spiky carapace, others saying their bones actually pierced through flesh leaving bloody wounds and further driving their rage. Whatever the method, the result was the same. These are the original Battleragers.
Spikes of War
When you choose this path at 3rd level, you gain the ability to manifest spikes from your flesh and use them as a weapon. When you enter your rage these spikes emerge. Any clothing or armor not specially designed to accommodate these spikes is destroyed.
While these spikes are manifested you can use a bonus action to make one melee weapon attack with your 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, any creature that starts its turn grappled by you automatically takes this spike damage.
Reasoning: A Berserker Barbarian's Frenzy ability gives it an automatic attack (likely with a greatsword or greataxe) as a bonus action. Removing the rage improves this ability, and makes it WAY better than dealing 1d4 + Strength as a bonus action. To sweeten the pot and give the Battlerager extra incentive to grapple, I thought this would be appropriate.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Reasoning: I understand why this ability initially existed. Or at least I have a theory. Because a Battlerager as originally designed would likely have worse AC than an unarmored barbarian, and because a Battlerage is less likely to use a shield to keep an open hand free for grappling, this ability represented a way to improve the Battlerager's ability to soak damage. Also, it encourages a Battlerager to live up to their reckless fighting style. Even with the spikes working with Unarmored Defense, the barbarian is still likely to maintain at least one free hand, meaning reduced DPR with a one-handed weapon and no shield. I was considering whether to require a Battlerager to actually be raging to benefit from this ability. In the end I figured raging while using it was appropriate, but I'm not sure. What do others think?
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus.
Reasoning: Most level 10 barbarian abilities don't require you to be raging to use them, so I removed the rage requirement for this ability. Also, these are usually more akin to ribbon abilities, abilities to improve exploration, abilities to improve mobility, or abilities to improve social interaction. This seems to fit.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your strength bonus if you are raging and aren't incapacitated.
Reasoning: The Berserker Barbarian's ability is strong, as it is a free attack as a reaction to being hit in melee, even outside of rage. Spiked Retribution on the other hand is automatic and happens as many times as you get hit, but only happens during rage and will likely will deal less damage than a successful Retaliation. I think this makes the abilities a wash, but I'm open to people's thoughts.