Page 123 - D&D - Player's Handbook
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CHAPTER 4: CLASSES
HE TWELVE CLASSES PRESENTED IN THE into combat, striking with their body itself and giving
Player's Handbook are all found in the For- themselves over to the fury of battle.
gotten Realms. The material in this chap-
ter describes the place of those classes in RESTRICTION: DWARVES ONLY
Faerun, particularly on the Sword Coast Only dwarves can follow the Path of the Battlerager.
and in the North. The chapter also in- The battlerager fills a particular niche in dwarven soci-
cludes new class-feature options for most ety and culture.
of the classes, as well as some new spells. Your DM can lift this restriction to better suit the cam-
paign. The restriction exists for the Forgotten Realms.
BARBARIANS It might not apply to your DM's setting or your DM's ver-
sion of the Realms.
CLOSEST TO THE DARK ELVES, PwENT LOWERED HIS
BATTLERAGER ARMOR
head, with its long helmet spike, and impaled one elf
When you choose this path at 3rd level, you gain the
through the chest, blasting through the fme mesh of draw ability to use spiked armor (see the "Spiked Armor"
armor easily and brutally. The second draw managed to sidebar) as a weapon.
While you are wearing spiked armor and are raging,
deflect the next battlerager's charge, turning the helmet
you can use a bonus action to make one melee weapon
spike aside with both his swords. But a mailed fist, the
attack with your armor spikes against a target within 5
knuckles devilishly spiked with barbed points, caught the feet of you. If the attack hits, the spikes deal ld4 pierc-
draw under the chin and tore a gaping hole in his throat. ing damage. You use your Strength modifier for the
attack and damage rolls.
Fighting.for breath, the draw managed to score two nasty
Additionally, when you use the Attack action to grap-
hits on his opponent's back, but those two strikes did little in ple a creature, the target takes 3 piercing damage if your
the face of the flurry launched by the wild-eyed dwarf. grapple check succeeds.
-R.A . Salvatore, Siege of Darkness
RECKLESS ABANDON
Beginning at 6th level, when you use Reckless Attack
Many of the lands of the Sword Coast and the North are
while raging, you also gain temporary hit points equal to
savage, where day-to-day survival is a struggle. Such your Constitution modifier (minimum of 1). They vanish
lands breed hardy tribes and fierce warriors, such as the
if any of them are left when your rage ends.
Reghed and Uthgardt barbarians of the North and the
seafaring Northlanders of the Moonshae Isles and the BATTLERAGER CHARGE
northernmost reaches of the Sword Coast. Beginning at 10th level, you can take the Dash action as
Barbarians of these lands are most often humans or a bonus action while you are raging.
half-ores, occasionally half-elves born of contact be-
tween savage human tribes and the elves of the North SPIKED RETRIBUTION
or Western Heartlands, or tieflings from tribes known Starting at 14th level, when a creature within 5 feet of
to consort with fiends. Dwarf barbarians are famed and you hits you with a melee attack, the attacker takes 3
feared warriors among the fiercely proud clans that have piercing damage if you are raging, aren't incapacitated,
reclaimed territories like Mithril Hall and Gautlgrym. and are wearing spiked armor.
Barbarians of most other races hail from warmer south-
ern lands, rather than the Savage North, although south- PATH OF THE TOTEM WARRIOR
ern foundlings are sometimes adopted in the North and If you follow the Path of the Totem Warrior from the
raised by tribes there. Player's Handbook, you have access to the options pre-
sented here.
PRIMAL PATHS
TOTEM SPIRIT
Barbarians in the Forgotten Realms have the following
These options are available to you when you choose a
Primal Path options, in addition to those in the Player's
totem animal at 3rd level.
Handbook. Reghed and North lander barbarians tend
to follow the Path of the Berserker, while Uthgardt bar-
barians are nearly always followers of the Path of the SPIKED ARMOR
Totem Warrior. Spiked armor is a rare type of medium armor made by
dwarves. It consists of a leather coat and leggings covered
PATH OF THE BATTLERAGER with spikes that are usually made of metal.
Known as Kuldjargh (literally "axe idiot") in Dwarvish, Cost: 75 gp
battleragers are dwarf followers of the gods of war and AC: 14 + Dexterity modifier (max 2)
take the Path of the Battlerager. They specialize in Stealth: Disadvantage
wearing bulky, spiked armor and throwing themselves Weight: 45 lb.

