⠄ 🧔🏻 Barbarian: Battlerager - JulTob/DnD GitHub Wiki
Barbarian: Path of the Battlerager
Note: Homebrewed
"You broke my axe, melted my sword, and fragmented my hammer. You fool. I was using these tools to limit myself. Now there is only me, and you, and no filters to my rage. I am the greatest weapon."
The Living Weapon
You aren’t just wearing spikes; you are the hazard. You rush, pin, and grind foes against stone and steel. Your turn economy leans on movement, grapples, and reactions, not just “more damage.” Crowds empower you. Tight corridors become your arena.
3rd‑Level Feature: Battlerager Harness
When you choose this path at 3rd level, you gain the ability to use a set of barbed plates, gauntlets, and shoulder‑spikes fitted over clothes, Unarmored Defense, or armor. These can be made of bone, thorns, nails, or any element that has piercing properties, and can be repaired or rebuilt during a long rest if lost or taken. You cannot sleep with your harness on. Your training allows you to use it harmlessly, and its weight is negligible to you. No other creature can wear it without harming themselves, as it is tailored just for you.
Harness (Spikes)
Your Harness provides the following perks:
- 
Wearing the Harness does not break Unarmored Defense. 
- 
Spikes count as a Martial Melee Weapon, not armor, and a Barbarian weapon you are proficient with. - Damage: 1d6 piercing damage.
- Light
- Special Weapon: You can’t make attacks with your Spikes as part of the Attack Action.
- When you hit with an Unarmed Strike, you can use your bonus action on your turn, or your reaction on another creature’s turn, to make one attack with your Spikes.
 
- 
While Raging: - Thorned Grapple.
- When you Grapple or Shove a creature, it also takes damage as if Hit from your Spikes.
- A creature you’re grappling takes damage equal to your Proficiency Bonus at the start of your turn.
 
 
- Thorned Grapple.
- 
Mastered Spikes. - Your training with your Harness allows for tactical use of your Spikes. Choose one Mastery from Push, Topple, or Vex. You can apply that mastery once per turn when you hit with your Unarmed Strike or your Spikes. You can change this choice when you finish a long rest.
 
6th‑Level Features:
Linebreaker
You master the art of aggressively defending yourself positioning your Spikes strategically. When a creature within 5 feet of you hits you with a melee attack for the first time on their turn, they take damage equal to your proficiency bonus. This damage matches the damage type of your Spikes.
Bull Through
Beginning at 6th level, your spikes provide a defensive deterrent to attackers. You don't provoke opportunity attacks while you Dash, and you can use the Dash action as a bonus action. While Raging, each time you use the Dash action on your turn, you can Shove one creature you move within 5 feet of during that movement (no action required).
10th‑Level Feature: Spikecraft
- 
Magic Spikes- You can activate a primal magic within your Harness, by using arcane materials for its construction. You can choose one of the Following damage types for your Spikes damage or Unarmed Attacks:
- Fire
- Cold
- Lightning
- Thunder
- Poison
 
- You can change the damage type each time you finish a long rest.
- The Damage of your Spikes on a Hit increases to 2D6
 
- You can activate a primal magic within your Harness, by using arcane materials for its construction. You can choose one of the Following damage types for your Spikes damage or Unarmed Attacks:
- 
Mosh Pit- As an Action, you violently slam, spin, and thrash in place. Each creature within 10 feet of you must succeed on a Strength saving throw (DC: 8 + your STR modifier + Your Proficiency Bonus) or take your Spikes damage and fall prone. Creatures that are Prone or Grappled make this save with disadvantage. You feel disoriented after using this technique and can’t make any attacks until the start of your next turn.
 
- 
You can use this ability a number of times equal to your Proficiency Bonus before you take a long rest. 
14th‑Level Feature: Meatgrinder
- 
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack while Raging, you can use your Reaction to Shove or Grapple that creature.
Maelstrom Brace
The area within 5 ft of you is difficult terrain for hostile creatures while you are Raging.
Hooked Spikes
While raging, you can Grapple two creatures instead of one, or you can Grapple a creature one size larger than you normally could. You must have both hands free in both cases.