Base Class: Barbarian
As they rage, these barbarians exude strength from the surrounding areas of the Giants that raised and taught them or that they fought and earned their respect. While raging, they harness the essence of the Giants homeland through sheer power, improved hardiness or simply the ability to cause utter destruction on their enemies. These barbarians take on Giant traits akin to each type of Giant.
Giants Criticality
At 3rd level, when you choose this path, select a Giant type and gain that feature. You also gain physical attributes associated to the selected Giant.
You can now perform a critical attack on d20 rolls of 19 or 20.
Cloud/Hill Giant
A low mist or fog seems to encompass your feet, muffling your heavy footsteps.
You have proficiency on Stealth Checks, or proficiency with one other skill.
While raging, you also gain resistance to Thunder and Poison damage.
Frost/Fire Giant
Frost/Fire Giant: Your eyes flare with fire or ice whenever you speak, invoking fear in those who oppose you.
You gain proficiency on Intimidation checks, or proficiency with one other skill.
While raging, you also gain resistance to Fire and Cold Damage
Stone/Mountain Giant
Your fists have the appearance of solid stone, causing the meek to be taken aback, even if it is just for show.
You gain proficiency on Persuasion checks, or proficiency with one other skill.
While raging, you also gain resistance to Necrotic and Force damage.
Storm/Sea Giant
A veil of water covers your face, obscuring your intentions to those you deem unfit for them.
You gain proficiency on Deception checks, or proficiency with one other skill.
While raging, you also gain resistance to Lightning and Psychic damage.
Indominable Presence
At 6th level, your bond with the Giants Might grows ever stronger.
Elemental Wrath
Requires Frost/Fire Giant selection
Upon entering your rage, an aura of cold and fire erupts around you in a 5' radius.
- Gain 1d4+1 temp HP
- When successfully attacked by a creature within the aura, the attacker takes damage back
- 1d4 Cold Damage
- 1d4 Fire Damage
This will increase as you level up:
- 8th Level: 2d4+2 temp HP and 1d6 of each damage type
- 12th Level: 3d4+3 temp HP and 2d6 of each damage type
- 16th Level: 4d4+4 temp HP and 3d6 of each damage type
- 20th Level: 5d4+5 temp HP and 4d6 of each damage type
Hurly Burly
Requires Stone/Mountain Giant selection
While raging, you access the ability to summon and throw boulders with incredible precision. As an action, you can summon and throw 2 boulders a number of feet equal to 10 times your STR modifier. You can double the range, but the target performs the save with advantage. The target must succeed a DC 15 DEX check or take 2d8 bludgeoning damage per boulder. You can target the same target with both boulders.
Damage increases:
- 8th Level: 3d8 damage per boulder
- 12th Level: 5d8 damage per boulder
Inclement Rage
Requires Storm/Sea Giant selection
A thin veiled orb of water surrounds you, repelling all medium or smaller hostile creatures 10' away from you. This effect is repeated at the end of your turn until you are no longer raging or until you fall unconscious. Ranged attacks against you are disadvantaged and any hostile creatures moving within the orb consider the movement to be difficult terrain.
Memnor's Guile
Requires Cloud/Hill Giant selection
The guile of Memnor the Trickster imbues one weapon your are holding with fragments of the Ethereal Plane.
When you enter your rage, you can choose one weapon that you are holding and infuse it with Thunder or Poison damage. The weapon deals an extra 1d4 damage of the chosen type when it hits. This increases to 2d4 at 8th level, 3d4 at 12th level, 4d4 at 16th level and 5d4 at 20th level.
Unstoppable Fury
At 10th level, the resistances the Giants granted you have had time to solidify and cure. They are now considered immunities to those damage types. Also, gain two additional resistances of your choice.
Enhanced Attack: Whenever you make an attack roll that lets you add your strength modifier, you can treat a d20 roll of 9 or lower as a 10.
Acid Resistance
Acid Resistance
Bludgeoning Resistance
Bludgeoning Resistance
Cold Resistance
Cold Resistance
Fire Resistance
Fire Resistance
Force Resistance
Force Resistance
Lightning Resistance
Lightning Resistance
Necrotic Resistance
Necrotic Resistance
Piercing Resistance
Piercing Resistance
Poison Resistance
Poison Resistance
Psychic Resistance
Psychic Resistance
Radiant Resistance
Radiant Resistance
Slashing Resistance
Slashing Resistance
Thunder Resistance
Thunder Resistance
Relentless Madness
At 14th level, your madness and rage knows no bounds. The abilities the Giants have granted you have drastically improved since you discovered them.
Boulder Barrage
Requires Stone/Mountain Giant selection
Your accuracy improves incredibly. As an action you can now summon and throw two boulders while not raging.
While raging, you can continuously summon and throw boulders until you miss your mark. Each throw grows in difficulty as your strength is slowly exhausted. Starting at a STR DC5 and each throw increases the DC by 5. (i.e. your second throw is a DC10, third is DC15 etc.) If successful, the target takes 3d20 bludgeoning damage minus their AC. The target must succeed a DC15 DEX save or be knocked prone. A target knocked prone this way cannot be targeted again with another boulder attack.
Elemental Vexation
Requires Frost/Fire Giant selection
Your Elemental Wrath has increased in power and draws the attention of those near you who wish you harm. As an action you can battle cry, taunting your enemies to attack you. Your aura increases to 10' radius. All hostile creatures within 30' must perform a DC15 CON save. If they fail, they must focus their next action on you. All attacks made against you by this creature are done so at disadvantage.
Mindless Frenzy
Requires Cloud/Hill Giant selection
After a successful attack on a creature, clouds encircle their head and whispers of strange voices can only be heard by them. These voices influence their movements. The creature must perform a CON save against your DC (8 + CON score + proficiency bonus). If successful, the creature rolls a d8 and attacks the first creature it sees in that direction. If the creature fails, the barbarian chooses who it attacks that is within 30’. If no creatures are within 30’, the barbarian chooses a direction for them to expend their full movement. This effect lasts until they take damage or until the end of their next turn, whichever comes first. This movement cannot cause the creature to fall.
You also gain the effects of the spell Misty Step that can be used as a bonus action. You can perform this any number of times equal to your proficiency bonus before you need to perform a Long Rest to regain all charges.
Storm Surge
Requires Storm/Sea Giant selection
Your water orb extends to 20' radius and is now considered difficult terrain for all hostile creatures, regardless of swim speed. The orb now repels all hostile creatures large or smaller 20’ away. Also, any spells targeting you that you can see that require a spell save, you can perform the spell save with advantage.
As a bonus action, you can expend 5’ of your orbs radius to launch a smaller orb at a chosen creature within 30’. The creature must make a CON saving throw against your DC (8 + CON score + proficiency bonus). If they fail, they take 8d8 bludgeoning damage and start to suffocate. If they succeed, they take half damage and they do not suffocate. At the start of their turn they repeat the save. This effect lasts until they complete a save, they fall unconscious or your rage ends. While the orb surrounds their head, the creature cannot perform any verbal activities (spells, communication, etc).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/15/2024 2:52:17 PM
|
27
|
1
|
5e
|
Coming Soon
|
Comments