Base Class: Barbarian
As a general rule most Barbarians can be considered to be much larger and more muscular than the norm for their race. But for the Path of the Titan barbarian this is exceptional true. Titan barbarians are always in some way far larger than should be naturally possible. Most reaching nearly twice the size of what is considered normal for their race. There is no clear and definitive way to become a Titan barbarian. Some attain it through genetic mutations, either natural or made. Others are cursed/blessed, depending on the perspective, by a powerful being. In any case, there is no one defined way to become a Titan barbarian. As a Titan you are typically viewed with varying degrees of awe and assumptions. Your size might have been celebrated within the community in which you grew up, such as orcs or goliaths. In others you might have been viewed as a mistake or abomination, in but not specifically, communities of perhaps elves or dwarves. In any case, you felt different than those around you and this impacted your social skills.
Colossal Stature
At level 3 when you take this path you are now considered a size catagory large creature. Whether this be because you actually grew larger in a sudden growth spurt or you suddenly realise how to better utilize your naturally larger size in combat, taking more space. This can be decided with your DM. The benefits of this are listed here.
- You now occupy a 2x2 space of the battle field
- Your reach is now 10ft
- You gain an additional 15 maximum hit points, whenever you gain a level in this class you gain another 5 hit points to your maximum hit points. Up to a maximum of 100
- Your carrying capacity is doubled for the sake of caculating encumberance
- Your strength and constitution score each increase by 1. In addition, your maximum for both of these ability scores is increased to 24. This feature improves with your level 20 class feature Primal Champion. Primal Champion now raises your maximum scores for strength and constitution to 28.
The combat benefits of your size are substantial. Though your size and difference come at a cost. Your sheer stature often intimidates the simple folk. Equipment you try to get is always far more expensive due to all the extra materials and effort in creating such large equipment. You cannot easily use weapons and armor used by smaller folk.
- You have disadvantage on all charisma persuasion and deception checks. You also take a -3 penalty to your charisma score. The disadvantage to these checks can be subverted when a creature knows you and is comfortable with you.
- Any equipment you buy costs 8 times as much. Any black smith can make you simple weapons, light armor, and medium armor for your size. You must find a master craftsmen to make any martial weapons and heavy armor for your size.
- You cannot easily use equipment not made for youe size. You cannot wear any armor not made for your size. Any weapon not made for your size deals 1 points of damage instead of its normal damage dice. You still add your strength modifier to the damage
- You require 3 times as much food and water each day as normal
- You have disadvantage on dexterity stealth and slight of hand checks
A Giant's Tools
At Level 3 you learn and gian proficiency in how to use Giant Weapons. All Giant Weapons share a new weapon trait, Giant. A weapon with the Giant trait has a listed size catagory. Only a creature of the listed size catagory or larger can use the weapon. The given weapons are all naturally made for your size. So when making them you do not need to have the price multipled due to your Colosal Fortitude feature.
Weapon Name: Cost: Damage: Weight: Properties:
Giant's Tree Trunk Find a Fallen Tree 2d4 Bludgeoning 100 lbs Heavy, Versatile (2d6), Siege, Giant
Great Cleaver 900gp 2d8 Slashing 70 lbs Heavy, Giant, Versatile (2d10)
Mountain Breaker 1,800gp 2d12 Bludgening 150 lbs Heavy, Two Handed, Giant
Sky Pike 1,200gp 3d6 Piercing 100 lbs Heavy, Two Handed, Giant, Reach (15ft)
Great Bow 2,000gp 4d4 Piercing 75 lbs Heavy, Two Handed, Giant, Ranged (300/1,200ft)
as a note for the Great Bow. You must use arrows made for its size. These cost only 12 times as much as a normal arrow.
All of these weapons take a blacksmith a full week to make. If you have them create a suit of armor befiting your size, using the scaled up price, takes 2 weeks.
Ground Shaker
Adopting some of the fighting tactics of a giant you learn the following actions. You may choose two of the following abilities to gain. You may choose another at 9th level and another at 13th.
Slam
As a bonus action you may slam the ground with your weapon. You may choose a location within your threat range. In a 10ft square the ground is now considered difficult terrain were you chose to slam the ground. If a creature is within that area is takes half your strength modifier in damage.
Stomp
As an action you may stomp your feet causing the ground to shake and your foes to fall. All creatures within 5ft of you must make a dexterity saving throw or fall prone and take 2d6+your strength modifier damage. On a successful save they take no damage and do not fall prone.
Throw
You can replace any number of your melee attacks when you take the attack action to make throw attacks. You must have an object to throw nearby. This does include any creature that is atleast two size catagories smaller than you.. If you choose to throw a creature you must succeed on a grapple check first against the target. If you succeed in grabbing an object or creature you may throw it at a range of 30/60. Roll an attack roll based on strength instead of dexterity for this ranged attack. If you hit you deal 1d8+your strength mod damage. If you threw a creature that creature also takes this damage.
Trample
You can now attempt to trample creatures with your movement. They must be one size catagory smaller than you. When you do this you expend an additional 5ft of movement. You must make a strength athletics checks versus their strength athletics or dexterity acrobatics check. If you succeed you deal your strength modifier damage to them and can move throw their space. A creature can only be targeted by this once on each of your turns.
Living Siege Engine
Your incredible size grants any weapon attack you make to have the siege property. The siege property means you deal double damage to structures. At this level you also gain another +1 bonus to your strength and constitution scores. You also gain two new abilities.
Bellow
Your lungs and throat can produce an enourmous amount of sound. As a standard action you may unleesh an enormous shoat at your enemies. You may choose any number of creatures within a 60ft cone of you to make a save. They must make a wisdom saving throw against a Dc equal to 10+your constitution modifier. If they succeed they are unaffected. If they fail they are considered stunned until the end of their next turn. As they reel from the sheer system shoke of the noise and the fear you produce. Also, any creature within a 2 mile radius hears the sound. You can use this ability once, you must take a short or long rest before you can do so again.
Crush
When you make a grapple attempt and succeed against a creature of medium size catagory or smaller you also restrain them. While they are restrained in this way, you may crush them on each of your turns as a free action. When you do so they take 2d12+your strength modifier damage.
Forest Feller
When using a Giant Weapon your attacks now have an area of effect whenever you make a weapon attack with them. When you make a weapon attack with a Giant weapon you may make a weapon attack against every target within a 10ft by 5ft area. For this attack choose a primary target in that area. For them you roll normally and apply the result. If the result misses no other target in the area gets hit. If the original target is hit, use the same attack roll -5. If that result would hit any other target within the area they also take the damage that the original target does.
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