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 (SCAG) . You can find my other SCAG revisions here. 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 raging in spiked armor, you can use your bonus action on each of your turns to make one attack with your spiked armor. In addition, any 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 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. If the armor is magical, then the gold required is increased by 50 GP for each rarity level (common to legendary) , and the damage from your spiked armor becomes magical.

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 use your reaction make an attack with your spiked armor against the attacker. If you are raging, you can choose to attack recklessly with this attack, unless you have already attacked recklessly during your last turn.

Battlerager Charge Beginning at 6th level, the speed granted by Fast Movement is doubled. In addition, while raging, you can take the Dash action as a bonus action on each of your turns.

Piercing Spikes Starting at 10th level, your dwarven cunning granted insight on using your spikes in a more brutal fashion. Whenever you score a critical hit with your spiked armor, you roll one additional weapon damage die when determining extra damage for a critical hit with your spiked armor. In addition, whenever you use the Dash action, your unarmed strikes and spiked armor gain the siege property (double damage done to objects and structures) until the start of your next turn.