Barbarian
Base Class: Barbarian

Deep within the far Northlands of Nocturnem, giants roam and pillage the tribes of humans that live within its mountain borders. As a method of defense against these giants, the human tribes created warriors that could stand their ground against them; these were the Jotnar Barbarians, primal warriors with the strength and indomitability of their gargantuan foes. They protect the Northlands and all who reside within, and they are truly a force not to be reckoned with. To obtain their might, these barbarians engage in an ancient ritual called The Rite of Ymir. The warrior must slay a giant, then, through ancient magic, will have a tattoo, called The Giant's Mark, etched into their forehead. 

Giant's Mark

At 3rd level, when you choose this primal path, you have partaken of the giant's blood and have completed the Rite of Ymir. A permanent mark is now bound to your skin and grants you the might of a giant. While your rage is active, you gain these benefits.

  • You have resistance to all damage except for psychic damage.
  • You gain the effects of the Enlarge spell, and can grow a number of feet equal to your Constitution modifier.
  • You have advantage on Constitution saving throws and Strength checks made to lift, push, pull, or break objects.

Aspect of the Giant

At 6th level, your Giant's Mark allows you to take on one specific elemental aspect of a giant (Frost, Fire, Storm). While in rage, this aspect creates a 10ft radial aura of destructive elemental energy that can help your allies as well as destroy your foes. Whenever an enemy enters this aura, they must make a constitution saving throw. On a failed save, they will take 2d6 points of damage of your chosen element type and will continue to take that damage at the start of each of their turns, so long as they remain within your aura, taking only half on a successful saving throw. When an ally enters your aura, they gain temp HP equal to what you rolled on your damage die and gain resistance to the opposite element of your chosen element type. The damage dice increase to 3d6 at level 10, and to 4d6 at level 14.

  • Fire.  Aura deals 2d6 fire damage. Allies gain resistance to Cold damage
  • Frost. Aura deals 2d6 cold damage. Allies gain resistance to Fire damage
  • Storm. Aura deals 2d6 thunder damage. Allies gain resistance to Lightning damage

Aura Save DC: 8+your proficiency bonus+your constitution modifier

Improved Giant's Mark

At 10th level, your attunement to the Giant's Mark grows in strength, and so do you. You now count as one size larger in terms of carrying capacity and now have advantage on Strength checks made to lift, pull, push, or break objects without having to enter rage. As an added bonus, your mark has granted you the indomitability of a giant. You now have advantage on saving throws made to prevent you from being knocked down or moved forcibly in any way.  

Improved Aspect

At 14th level, your Aspect of the Giant improves your attack power. When you go into rage, your aspect aura now has a radial range of 20ft and, while you have a melee weapon in your hand, that weapon deals additional elemental damage equal to your aura's elemental damage die. Your allies also gain this benefit while they are within your aura.

Previous Versions

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7/22/2021 3:38:24 PM
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