Base Class: Barbarian
Barbarians that follow the path of the Jötnar learn to tattoo magic runes on their skin and harness the power to enhance their prowess. Most barbarians find the tattooing technique by exploring ancient giant ruins or by having a giant teach them. The more runes a barbarian marks their body with the more powerful the rune magic becomes.
Giant Stature
Starting at 3rd level, You learn to speak, read, and write Giant. While raging your size becomes one size larger if there is enough room for you to do so, along with anything you are wearing. Additionally, you gain an extra die of damage with your melee weapons based on your barbarian level while ragin
Runic Tattoo
At 6th level, you choose a giant rune to tattoo on your body. Each rune gives you different powers based on the giant type. You may only choose one rune and once chosen the rune cannot be removed or replaced. The type of giant rune you choose will also determine your 10th level and 14th level feature.
Haug (Hill)
While raging, you gain resistance to poison damage. Additionally, you have advantage on saving throws against being poisoned and diseases.
Ild (Fire)
While raging, you gain resistance to fire damage. Additionally, you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide.
Ise (Frost)
While raging, you gain resistance to cold damage. Additionally, you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide.
Skye (Cloud)
While raging, you gain a falling speed of 60 per round, take no falling damage, and can land on your feet. Additionally, Your jumping distance is tripled.
Stein (Stone)
Your proficiency bonus is doubled for Strength (Athletics) checks and proficiency on wisdom saving throws.
Uvar (Storm)
While raging you gain resistance to lightning damage. Additionally, you gain a swim speed equal to you walking speed and you can breathe air and water
Mark of Might
10th -level Path of the Jötnar feature
Gift from the Skies (Cloud)
Once per rage, you can cast the Misty Step spell using Constitution as the spell casting ability
Graceful Athlete (Stone)
While raging, you gain the following ability: Rock throw. If you have a rock or similar object you can use an action to throw it Ranged Attack: Strength modifier + proficiency to hit, reach 30/120 ft., one target. Hit: (3d8 + Strength modifier) bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone. The DC is based on your Strength.
Legacy of War (Fire)
Legacy of War (Fire). You gain one fighting style
from the list below. You can’t take the same
Fighting Style option more than once.
- Dueling. When you are wielding a melee
weapon in on hand and no other
weapons, you gain a +2 bonus to damage
rolls with that weapon. - Great Weapon Fighting. When you roll 1
or 2 on a damage die for an attack you
make with a melee weapon that you are
wielding with two hands, you can reroll
the die and must use the new roll, even if
the new roll is a 1 or a 2. The weapon
must have the two-handed or versatile
property for you to gain this benefit. - Two- Weapon Fighting. When you
engage in two-weapon fighting, you can
add your ability modifier to the damage of
the second attack
Oracle of the Storm (Storm)
While raging, you gain resistance thunder damage. Additionally, you can cast the Control Weather spell once per long rest using Constitution as the spell casting ability.
Reaver’s Strength (Frost)
While raging, if you Reckless Attack your melee weapon attacks score a critical hit on a roll 19 or 20 on the d20.
Voracious Eater (Hill)
You can use a bonus action while raging to eat 5 pounds of food and gain temporary hit points equal to your Constitution modifier plus your barbarian level. Using this feature extends your rage for one round. You can use this ability once per rage.
Jötunn Juggernaut
14th -level Path of the Jötnar feature
Bigger Means Better (Hill)
Once per turn while raging, when you hit a creature of Huge size or smaller with a melee weapon, you can make it roll a Strength saving throw. If it fails, you can push it 15 feet away from you or knock it prone. The DC of the saving is based on your Strength.
Fire Forged (Fire)
You gain proficiency with heavy armor and can rage while wearing heavy armor.
Heart of Ice (Frost)
While raging and below half of your maximum hit points, you regain a number of hit points equal to half of your barbarian level (rounded down) at the start of your turn.
High and Mighty (Cloud)
While raging, you gain a flying speed equal to your walking speed.
Stoic Hurler (Stone)
While in a rage, you gain the following ability: Fling. You can use your action to try to throw a Medium or smaller creature within 5 feet of you. The target must succeed on a Dexterity saving throw or be hurled up to 30 feet horizontally in a direction of your choosing, taking 1d6 bludgeoning damage for every 10 feet it was thrown. The DC is based on your Strength.
Storm Caller (Storm)
Once per short or long rest, you gain the following ability: Lighting Strike. While raging , you can use your action to hurl a magical lightning bolt at a point you can see within 100 feet. Each creature within 10 feet of that point must make a Dexterity saving throw, taking (8d8) lighting damage on a failed save, or half as much damage on a successful one. The DC is based on your Constitution.
Previous Versions
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