Base Class: Barbarian
In the farthest reaches of the wilderness, great and terrible creatures threaten the few tribes that dare to brave them. When faced with such massive beings, wits alone would not suffice in order for these people to thrive. In pursuit of greater strength, the warriors of these tribes looked to the giants. By emulating their might and magic, these barbarians learned how to harness their rage to alter their very bodies, matching their larger foes height for height and blow for blow.
Barbarians who undertake the Path of the Giants must undergo rigorous training and practice rituals which invoke primal magic. Once a barbarian finishes his or her initiation, they receive a mark on their body (a tattoo, a scar, or a stitching) indicating the giant they most emulate. A barbarian is not beholden to any powers associated with that giant, but those who know of these marks understand the meaning behind them, and the power these warriors possess.
Level Feature
3 Giant Teachings, Might of the Greater Ones
6 Quaking Blows
10 Gift of the Greater Ones
14 Ymir’s Power
Giant Teachings
When you choose the Path of the Jotun at 3rd level, you will have learned some of the ways of giants. You can speak, read, and write Giant. In addition, you count as one size larger when calculating the amount of weight you can push, carry, or lift.
Might of the Greater Ones
Also beginning at 3rd level, your rage imbues you with a portion of a giant’s might.
When you enter a rage, you can grow to Large size. While enlarged in this way, your melee attacks deal an additional 1d4 weapon damage. In addition, once per turn, whenever you hit a creature with a melee attack, you can force the creature to make a Strength saving throw or be pushed back up to 10 feet.
This archetype has multiple abilities which force a creature to make saving throws. The DC against this save and other saves from this archetype’s abilities is equal to 8 + your proficiency bonus + your Strength modifier.
When you reach 10th level, you can use this feature to increase your size without having to rage. The size change can occur at will, without requiring an action.
When you reach 14th level, you can use a bonus action while raging to grow to Huge size. When you do so, you remain Huge for 1 minute, and can revert to Large size earlier at will (no action required). While Huge, you deal an additional 2d4 weapon damage instead of the additional 1d4 damage you deal while Large, and creatures that fail their Strength saving throw against this feature are pushed back up to 20 feet instead. When you revert to Large size or your original size, you suffer one level of exhaustion.
When your rage ends, you revert to your original size.
Quaking Blows
Also at 6th level, your attacks while enraged rattle enemies to their core. Once per rage, when you hit a creature with a melee weapon attack, you can force the creature to make a Strength saving throw or be knocked prone. If the creature is already prone, it is instead stunned until the end of your next turn. The creature automatically fails this save if it is at least two size categories smaller than you, unless that creature has Legendary Resistance and expends one use of it.
Gift of the Greater Ones
Starting at 10th level, you are given the stamina and hardiness inherent in giants. Your hit point maximum increases by 2 for each barbarian level you have, and you have advantage on Constitution saving throws while raging.
Your rage now also exudes potent magics which bolster yourself and your allies. The moment you enter a rage and at the start of each of your turns while enraged, you and any allies within 30 feet of you gain temporary hit points equal to your Constitution modifier.
Ymir's Power
When you reach 14th level, you can invoke the power of giants into a single, mighty strike. As an action while enraged, you can strike the earth beneath you. Creatures on the ground within a 20-foot radius of you must make a Strength or Dexterity saving throw (the creature chooses which one to use). On a failure, a creature takes 3d10 bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and is not knocked prone. If you are Large or larger, the radius increases by 10 feet for each size category above Medium.
Any damage dealt by this feature deals double damage to structures, which automatically fail their saves.
You can use this feature again after finishing a short or long rest.
Previous Versions
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