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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.
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