Running ahead of his companions, his charge helmet pointing towards the enemy, he knows he will be the first one to wreak carnage. He can still smell the blood from the last battle within his steel cage and it drives him to run even harder. The hill is steep and as he falls. He starts to smile. For now, he is a ball of spiked metal that is going to roll over some fleshy pawns that stand no change against his onslaught.
Standing near her master, she breathes heavily. Energy is gathering below her infused power cage. She feels it sizzle. Then, a meteor appears in the sky. He enemy wizard is a powerful one. She gathers all her energy and launches herself. She shoots towards the stone and crashes into it. One win for her, zero for the great ball of stone that now lies shattered on the land.
Thrashing in his armor, he runs towards the door. The door, all of the sudden, is no more. A room greets him, filled with them bloody orcs. As they throw themselves at him, he curls up into a ball. No weapon can penetrate the block of steel that he has become. he abides his time. Then, suddenly, he is a whirling wind of spikes and gore. The room is splattered wuith the corpses of his enemy, but he is merely breathing heavily.
Rage and Carnage
While most warriors pride themselves on the perfect control they have over their weapons, the technique they display in battle, and the shining state of their armor, the battlerager wants none of that. He has learned through pain and endurance that the best way to fell an enemy is to close the distance as quickly as possible and piercing all possible spiky things you can have on your armor through its body. That works for doors as well.
A yet, a battlerager is not a mindless monster. While fueled by rage, it knows that is must take the most optimal route towards his enemy to take control of the situation. He must protect, defend, shelter as well as destroy.
Duty and Honor
Battleragers are among the most respected warriors in many societies that understand how they can use these fearless warriors. Once pledged to a commander, a king, a soulmate, a battlerager will never forsake his mission to defend that person to the death. There is no greater pride than to die in battle defending your ward. Except for that ward to stay alive as well. Duty comes before honor.
But honor is important. A battlerager that is on his own because of whatever reason, is a battlerager with a problem. Because a battlerager needs guidance, and without guidance he is lost. And a battlerager is either alone because he failed to protect his ward, or becausee he did something shameful. The endless quest for restoring himself to a position of honor is the only way to go, but the mind might collapse before that goal can ever be fulfilled.
|1st||+2||Battlerage, Battlerager’s Cage, Fueled by Rage||2|
|2nd||+2||Ever Moving, Redirect Rage||2|
|4th||+2||Ability Score Improvement||2|
|8th||+3||Ability Score Improvement||3|
|12th||+4||Ability Score Improvement||4|
|16th||+5||Ability Score Improvement||5|
|18th||+6||Brawn over Nimbleness||6|
|19th||+6||Ability Score Improvement||6|
Creating a Battlerager
When creating a battlerager, you have to know which societies support such ruthless warriors. These societies almost always have a strong honor system in place. Dwarves are great examples of this, as are some orc societies. Some battleragers are very straight forward. They gain their power from their rage. Some are more magical fueled. Does the world you are going to adventure in allow such magical combinations?
After you have determined where you came from, you have to ask what your motivations are to take to the road. Are you on a mission for your charge, or have you been dishonored? Are you on your way to a war in a distant land, or are you searching for the civilization that collapse while you were away for centuries, frozen in ice? Whatever the case might be, always keep duty and honor in mind. Even if you have straight from that path, your eternal code might interfere with some choices you might have to make while on a path to glory of infamy with your companions.
You can make a battlerager quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the soldier background.
As a battlerager, you gain the following class features.
Hit Dice: 1d12 per battlerager level
Hit Points at 1st level: 12 + your Constitution modifier
Hit Points at Higher levels: 1d12 (or 7) + your Constitution modifier per battlerager level after 1st.
Armor: Light armor, medium armor, heavy armor (battleragers must wear a battlerager cage, which is considered a heavy armor, to use their charge helmet and spiked gauntlets)
Weapons: charge helmet, hand axe, javelin, light hammer, and spiked gauntlets (the charge helmet and spiked gauntlets must be attached to the battlerager cage in order to wield them effectively, as described below)
Tools: Choose the smith’s tool and tinker’s tools as your artisan’s tools.
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- A charge helmet and a set of spiked gauntlets
- A suit of battlerager armor
- An explorer’s pack and both smith’s tools and tinkerer’s tools
With great determination, you start running towards your enemy while rage takes over your body. On your turn, you can enter a battlerage as a bonus action.
While battleraging, you gain the following benefits if you are wearing battlerager armor:
- You have advantage on all Strength checks and Strength saving throws.
- You gain 20 feet bonus to your movement.
- You have resistance to bludgeoning, piercing, and slashing damage.
- As part of the attack action, you can spend a rage point to deal +2 damage on your attacks for the current round. This damage increases to +3 at 9th level and finally to +4 at 16th level.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your battlerage 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 battlerage on your turn as a bonus action.
Once you have used your battlerage feature the number of times shown for your battlerager level in the Battlerages column of the Battlerager table, you must finish a long rest before you can battlerage again.
You can wear heavy battlerager armor, called a Battlerager’s Cage. This armor resembles a mass of spikes attached to a solid and heavy piece of plate armor that is so uncomfortable that if you have not trained as a battlerager, it will halve your maximum hit points. You, however, are so comfortable within your armor that you can sleep in it without gaining a point of exhaustion. You even prefer this above taking it off. This armor includes two spiked gauntlets and a charge helmet. the armor gives the same benefits as plate armor but is 10 pounds heavier.
The spiked gauntlets are considered light weapons and therefore can be wielded as an offhand weapon. They deal 1d8 slashing damage. This damage increases to 1d10 at 13th level. As a battlerager, you can add your strength modifier to your offhand attacks using this weapon.
The charge helmet deals 1d12 piercing damage. This damage increases to 2d8 at 7th level and to 2d12 at 13th level and is considered to be wielded as a light weapon. It cannot be used unless you move at least 10 feet towards your target before the attack and never more than once on your turn.
Fueled by Rage
You fuel your rage with an inner reserve of power. You have a number of rage points equal to your battlerager level plus your Constitution modifier (minimum of 1).
Some battlerager features require you to spend ragepoints. You can spend as many ragepoints on your turn as you wish but never twice on the same feature. You can never spend your rage point while not battleraging.
Additionally, you regain 1 rage point when you reduce at least one target to 0 hit points on your turn.
You regain all your ragepoints after a long rest.
Starting at 2nd level, you can stand up from prone by using only 5 feet of movement. You are not hampered by difficult terrain either.
At 2nd level, while battleraging, you deal double damage against objects when using your charge helmet.
At 3rd level, you choose the battlerager tactics that suit your way of fighting in your cage most perfectly. Choose Battle Forged, Cage Forged, Power Forged, or Rage Forged, all detailed at the end of the class description. The tactics that you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.
Ability Score Improvements
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
By 5th level, while battleraging, you can spend a ragepoint to gain advantage on your next charge helmet attack.
If you do so and it is your turn, you can also use a bonus action to disengage.
Beginning at 7th level, you can spend 2 ragepoints to gain advantage on a saving throw against a charm or fear effect.
In addition, when you are under the influence of a charm or fear effect, you gain advantage on saving throws to end the effect.
Starting at 9th level, your fury returns your health to you. Any time your roll a natural 20 when making an attack with either your charge helmet or your spiked gauntlets, you regain a number of hit points equal to half your battlerager level plus your Constitution modifier. When you reach 13th level, your roll needs to be a natural 19 or 20. At 17th level, the roll needs to be a natural 18, 19, or 20.
By 11th level, when an ally drops to 0 hit points in battle and the creature that did it is within your movement range, you can take a reaction and spend 2 ragepoints to move and make a single charge helmet attack against that creature. You do not provoke opportunity attacks when doing so.
Alternatively, when an ally within 5 feet of you suffers damage from a melee attack, and you can get next to your ally and the attacker by moving no more than 10 feet, you can take half that damage as a reaction.
Brawn over Nimbleness
Beginning at 18th level, you gain proficiency in the athletics skill. If you already had proficiency in the athletics skill, you gain expertise instead, adding twice your proficiency bonus to any athletics check.
Also, when you make a Dexterity saving throw, you can spend one ragepoint to make a Strength saving throw instead, representing that you shrug of the pain with brawn rather than with getting out of the way.
Your battlerage ends early only if you fall unconscious or if you choose to end it.
Finally, at 20th level, you regain half your rage points after a short rest. Also, while battleraging, you gain the following benefits:
- You are immune to effects that lower your movement speed. When an effect would reduce your speed, it instead fails to do so.
- When you move at least 10 feet and attack a vertical surface with your charge helmet, then, if you destroy the surface in such a way that you can move through, it is as if you had not made that attack.
- You can run through a square occupied by an enemy creature after you attacked it with your charge helmet and continue your movement without provoking an opportunity attack.
- You can use your battlerage feature an infinite amount of times per day.
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.
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.
Starting at 3rd level, you know how to use your battlerager cage for defense. As a bonus action, you can spend one ragepoint to use the Dodge action.
At 3rd level, when you roll a 1 or 2 on a damage die for an attack you make with your charge helmet, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Bulwark of Spikes
Beginning at 6th level, when you are hit by a melee attack, you can spend a ragepoint to deal piercing damage equal to half your battlerager level against the attacker.
You can spend a ragepoint to regain the use of your reaction, but you cannot use it on this feature again.
Last Man Standing
Starting at 10th level, 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.
At 14th level and while in battlerage, you can use your charge helmet to push your target away. As an action and by spending 3 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 or be pushed 15 feet and suffer an additional number of d6s equal to half your battlerager level on top of your normal charge helmet damage. You can move with your target if you want and can still make use of a bonus action to make an extra spiked gauntlet attack.
You sleep in your cage, you bath in your cage, and you ARE your cage. The shell of stinking, sweaty metal has become one with your body (almost) and you have adapted a crust of thick skin yourself as well. Sometimes, you forget that your hands are lethal spikes. Most times, you have perfect control over all aspects of your cage and know very well where those spikes belong: In the bodies of your enemies.
Starting at 3rd level, you almost become one with your battlerager cage. You skin has become hard as steel. While not wearing armor, you have an armor class of 13 plus your Constitution modifier. While wearing your armor you do not suffer disadvantage on your stealth checks.
At 3rd level, your battlerager cage comes so natural to you. You increase your speed while battleraging by an additional 10 feet. Also, when using your charge helmet to attack, you score a critical hit on a 19 or a 20.
You have suffered enough damage from a diversity of sources that you gain resistance to either acid, cold, fire, lightning, or thunder damage. At 13th level, and again at 17th level, you can pick an additional type of resistance from the list.
Beginning at 10th level, you are even quicker to attack. By spending 2 ragepoints, you can attack one additional time when taking the Attack action.
One with your Cage
At 14th level, your cage is so personalized, that you have to spend an hour to take it off or put it on. While wearing your cage, it provides an armor class of 20 instead of 18. You deal+2 damage with your spiked gaiuntlets and charge helemt attacks.
Your cage is powered by divine or arcane arts, or even by technology. Whatever the case might be, light shines from its circuits, gently pulsing. Unless you slide those plates across the marks of power, of course. You are at the center of a piece of armor that can be used to conduct electricity. And sometimes, you can even use it to launch yourself through the air.
Starting at 3rd level, you gain resistance to lightning damage. Also, your maximum ragepoints increase by 2.
Quick to react
At 3rd level, you gain the following benefits:
- You have advantage on initiative rolls.
- You cannot be surprised while you are conscious.
- When you use the ready action, you can spend 1 ragepoint to gain advantage on a d20 roll during that action.
At 6th level, you gain the following:
- For each charge helmet or spiked gauntlet attack that you make, you can choose to deal lightning damage instead of your normal damage .
- You deal an additional 1d8 lightning damage on a critical hit. This increases to 1d12 at 11th level and finally to 1d20 at 14th level.
Starting at 10th level, you can summon a field of electricity around you that can lift you into the air. You can create this field as a bonus action and by spending a ragepoint. You gain a flying speed equal to your walking speed. It lasts a minute, after which you float down for another minute at a speed of 20 feet per round. After that, you simply fall if you haven’t landed yet. You regain the use of this feature after you finish a long rest.
Beginning at 14th level, you can spend 5 rage points to cast either haste or a lightning bolt, both as if you used a 3rd level spell slot. You can only cast haste on yourself.
These are the only spells you can cast while battleraging and they are powered by your anger. The DC for the lightning bolt is 8 + your proficiency bonus + your Strength modifier.
Your cage expresses your rage. Spikes that are overly large protrude in every angle. And you are at the center of this ball of spiked fury that crosses a battlefield like it was a living cannonball.
Starting at 3rd level, you can go prone and stand up from prone during a move action without losing any speed. By spending one ragepoint, you can use the Disengage action as a bonus action.
Also starting at 3rd level, and because your cage has more spikes on it than it should have, you gain the following benefits:
- The first spiked gauntlet attack on your turn that hits deals an additional 1d6 of slashing damage.
- If you hit with your spiked gauntlets on an opportunity attack, you deal an additional 1d6 of slashing damage.
This damage increases to 2d6 at 9th level and 3d6 at 13h level.
At 6th level, when you grapple a target, you automatically deal your spiked gauntlet damage if you succeed. At the start of each of your turns, as long as you are still grappling, you can spend a ragepoint to automatically deal this damage again. You also have advantage on attacks against your grappled target.
Path of Blood
Beginning at 10th level, while battleraging and moving, you can spend 1 rage point to deal 1d10 piercing damage to every creature you pass, but never more than once on a single creature.
The piercing damage increases to 1d12 at 13th level and to 2d8 at 17th level.
At 14th level, you gain the following benefits:
- If you are reduced to 0 hit points, you can continue to attack unless you fail your death saving throws as normal. At the start of your turn, you are healed for 1d8 plus your Constitution modifier hit points.
- If you are grappling, you become resistant to all damage.
- While you are moving, for every opportunity attack that hits you, you regain one rage point.