A Dungeons and Dragons 5th Edition Class Specialization.
Protection is your main goal. Your battlerager cage is a bastion of defense, impenetrable for your enemies and a shield for your ward. You feel secure within you’re armor and can handle anything that comes your way.
To protect your ward, you rush across the battlefield, using your charge helmet as you main weapon. Your helmet is the part of your armor that is either the most pristine, most destructive, or most intimidating part of your battlerager’s cage.
Battlerager Tactics
Battleragers are forged in the fires of battle. But there is more than one way in which this is done. From having your battlerager cage being modified with electrical circuits or magical seals of lightning, to having more overlapping plates that allow for better defense. From allowing your battlerage to use your armor even more effectively, to having bigger spikes to deal more damage. These are the ways that allow you to be unique amongst your kin.
Battle Forged features | |
---|---|
Battlerager Level | Feature |
3rd | Battle Cage, Charge tactics |
6th | Bulwark of Spikes |
10th | Last Man Standing |
14th | Charging Bull |
Optional Level 1 Features
Unlisted on ‘The Battlerager’ table are possible level 1 features. Though the class isn’t designed around a level 1 feature, I have added these for all classes in my own campaigns. This way, you can embrace the type of battlerager you want to be from the start.
Getting In There
Level 1 Feature (optional)
Your first charge helmet attack in combat deals an additional 1d4 piercing damage.
Battle Cage
Level 3 Feature
You know how to use your battlerager cage for defense. As a bonus action and by spending one ragepoint , you can use the Dodge action.
Charge tactics
Level 3 Feature
When you roll a 1 or a 2 on a damage die for an attack you make with your charge helmet, you reroll for damage with that die and add the 1 or 2 to the new result.
Bulwark of Spikes
Level 6 Feature
Whenever you are hit by a melee attack, you can use a ragepoint to take only half damage and deal piercing damage equal to half your battlerager level against the attacker. When you deal damage this way, you also gain Blood Rush until the end of your next turn.
While you have Blood Rush, you deal additional damage on all your weapon attacks equal to your proficiency bonus.
Last Man Standing
Level 10 Feature
If you drop to 0 hit points while you’re battleraging 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. You can spend three ragepoint to give yourself advantage on these rolls. When you finish a short or long rest, the DC resets to 10.
Charging Bull
Level 14 Feature
While Battlerage is active, you can use your charge helmet to push your target away. As an action and by spending 5 ragepoints, make a charge helmet attack.
If you hit your target, it must make a strength saving throw versus DC 8 + your proficiency bonus + your Strength modifier. On a failure, you deal an additional number of d6s of damage equal to half your level and push your target 15 feet. On a succesful saving throw, the additional damage is halved and you don’t push your target.
You can move with your target if you want and you can still make use a bonus action to make one spiked gauntlet attack.