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Barbarian (Battlerager)


Hit Points

Hit Dice: d12 per Barbarian (Battlerager) level
Hit Points at first Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + your Constitution modifier per barbarian level after 1st (roll is minimally a 2)

Proficiences

Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

Level Proficiency Bonus Features Rages Rage Damage
1 +2 Rage, Unarmored Defense 2 +2
2 +2 Reckless Attack, Danger Sense 2 +2
3 +2 Primal Path: Battlerager, Path Feature: Battlerager Armor 3 +2
4 +2 Ability Score Improvement 3 +2
5 +3 Extra Attack, Fast Movement 3 +2
6 +3 Path Feature : Reckless Abandon 4 +2
7 +3 Feral Instinct 4 +2
8 +3 Ability Score Improvement 4 +2
9 +4 Brutal Critical (1 die) 4 +3
10 +4 Path Feature : Battlerager Charge 4 +3
11 +4 Relentless Rage 4 +3
12 +4 Ability Score Improvement 5 +3
13 +5 Brutal Critical (2 dice) 5 +3
1 +5 Path Feature : Spiked Retribution 5 +3
15 +5 Persistent Rage 5 +3
16 +5 Ability Score Improvement 5 +4
17 +6 Brutal Critical (3 dice) 6 +4
18 +6 Indomitable Might 6 +4
19 +6 Ability Score Improvement 6 +4
20 +6 Primal Champion Unlimited +4
#C51


Class Features

Level 1

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:  
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  If you are able to cast spells, you can't cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Level 2

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.  

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  

Level 3

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. For info on the class see Info  

Restriction: Dwarves Only

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.  

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 if your grapple check succeeds.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.  

Level 6

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.  

Level 7

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.  

Level 10

Battlerager Charge

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

Level 11

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

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 damage if you are raging, aren't incapacitated, and are wearing spiked armor.  

Level 15

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

Persistent Rage

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

Level 19

 

Level 20

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24


Starting Equipment

Equipment You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

 


Subclass Options

Barbarian: Path of the Battlerager

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


Created by

OmeWillem.

Statblock Type

Class Features

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