Base Class: Barbarian
While most barbarians are happy to solve all their problems with brute force, those who walk the Path of the Giant are able tacticians. Using their athleticism as leverage, a skilled barbarian of the Giant can redirect, distract, restrain, and embarrass their foes. Focusing on hand-to-hand combat, these warriors are performers, playing an orchestra of muscles to achieve jaw-dropping feats of strength and control the battlefield.
Barbarians who choose this path often walk through life alone. Throughout their training, they develop pseudonyms and identities that are designed to protect their pasts from their vicious personas. Despite this, Path of the Giant barbarians embrace every aspect of life, and they are just as willing to make a new friend as they are to crush their foe's spine over their muscular thigh. This path invites the charismatic and the fool-hearty, as well as any who are willing to endanger themselves by elbow dropping a prone enemy.
Showmanship
When you choose this path at level 3, you gain proficiency in Performance and Acrobatics.
Your unarmed strikes now do 1d6 damage plus your Strength modifier. Additionally, when raging, improvised weapons deal 3d4 plus your Strength modifier when held with two hands. The DM will decide the durability of the weapon's materials and how many blows it can withstand before being unusable.
Maneuverability
Also at 3rd level, you learn to harness the skill of redirection. As a bonus action, after performing a successful unarmed strike or grapple, you can force your opponent to move up to half their movement speed in a straight line of your choosing. This movement does not provoke opportunity attacks.
World Champion Confidence
At 10th level, you begin to truly embrace your recklessness. As an action, you can make a leaping attack at your enemy.
If you make a running long jump, you can attempt to drop-kick your opponent. Roll an unarmed attack. If your opponent cannot see you, you have advantage on this roll. On a hit, the opponent takes 2d12 bludgeoning damage plus your damage modifiers. If that opponent is Large or smaller, it is knocked prone. On a miss, you are knocked prone and are unable to get up without help from an ally until your next turn.
Alternatively, you can attempt to jump from a height equal to or greater than the height of the creature, performing an elbow drop. Roll an Athletics check, contested by the enemy's Acrobatics or Athletics skill. If the enemy is prone, they have disadvantage on this check. Should you succeed, the enemy is knocked prone (if it is not already) and suffers 4d12 bludgeoning damage plus your damage modifiers. On a miss, you take 2d12 bludgeoning damage and are knocked prone, unable to get up without help froman ally until your next turn.
The People's Elbow
At 6th level, your unarmed and improvised weapon attacks are considered magical for the purposes of overcoming resistances.
Additionally, when a Large or smaller enemy charges at you from 10 or more feet away, you can use your reaction to attempt to clothesline them. Roll an Athletics check versus their Athletics or Acrobatics. On a success, they are knocked prone.
Down for the Count!
Beginning at level 14, you master the art of ending a fight. When an enemy is prone, you can use your action to attempt to pin them. They must make a Strength Saving Throw (DC = 8 + Proficiency Modifier + Strength). On a failure, that creature will be completely restrained, with one of their limps locked firmly in your hold. During this time, they have disadvantage on all Charisma-based Ability Checks and Saving Throws. While maintaining the hold, you cannot take any other actions. If they succeed, you both remain prone until your next turns.
On each of their turns, they can attempt to escape your hold. If they fail to escape after three rounds, you can use your action to break one of their limbs semi-permanently. If the enemy is Huge or larger, the DM has discretion on the severity of the damage.
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