Barbarian
Base Class: Barbarian

For countless ages, many humanoid cultures have worshiped the mighty giantkind as objectively superior beings, before whom one one cannot help but kneel.

Barbarians who follow the Pat of Giant Might do not believe that the power of giants is entirely unobtainable. They believe that giants have been placed within the world to serve as examples of humanoids. Lesser beings are not meant to despair at the chasm of power between them and giants, but are meant to reach out and strive to attain that perfected strength.

These Barbarians reforge their flesh by absorbing ambient primordial energy and training their bodies to transcend their normal limits in short bursts of unyielding power.

Transformed Flesh

You have learned to reform your flesh in a way that mimics that of giants.

When you choose this Path at 3rd level, select one of the Giant types in the list below - you gain resistance to the corresponding type of damage based on which kind of Giant you choose. The type of Giant you choose also determines which features you gain at later levels.

Moreover, you gain the ability to speak, read, and write Giant.

Cloud Giant

You gain resistance to Thunder damage.

Fire Giant

You gain resistance to Fire damage.

Frost Giant

You gain resistance to Cold damage.

Hill Giant

You gain resistance to Poison damage.

Stone Giant

You gain resistance to Poison damage.

Storm Giant

You gain resistance to Lightning damage.

Giant's Vigor

At 3rd level, you learn to channel great vitality when you rage.

When you enter a Rage, you can choose to gain a number of temporary hit points equal to your Barbarian level. These temporary hit points disappear when your Rage ends.

You can use this feature once before you must finish a long rest.

Giant Size

At 6th level, you become able to grow to a size more befitting one called "giant".

When you enter your Rage, you can choose to enlarge your form for the duration of your Rage - while enlarged, if your size is not already Large or larger, you become Large, as your form grows in all directions. Additionally, while enlarged, your Unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier. If there is not enough room for you to become Large, you attain the maximum possible size in the space available. When you enlarge in this way, everything you are wearing and carrying changes size with you.

Primordial Integration

At 10th level, you learn to deeply integrate residual primordial energies, from which giants first emerged, into your body. You gain one of the following benefits, depending on which type of Giant you chose from your Transformed Flesh feature.

If the feature you gain requires a saving throw, the DC is calculated as follows:

Giant Save DC = 8 + Your Proficiency Bonus + Your Strength modifier.

Cloud Giant

While Raging, you can choose to let an aura of wind surround you in a 5 ft. radius sphere. 

While this aura is active, you gain +1 to your AC against ranged weapon attacks, and all open, non-magical flames within that radius are extinguished.

Fire Giant

Any fire damage you take while raging is reduced by an amount equal to half your Barbarian level (rounded down), after resistances have been applied.

Additionally, you do not suffer any of the effects of Extreme Heat, as described in the Dungeon Master's Guide.

Frost Giant

Any cold damage you take while Raging is reduced by an amount equal to half your Barbarian level (rounded down), after resistances have been applied. 

Additionally, you do not suffer from the effects of extreme cold, as described in the Dungeon Master's Guide.

Hill Giant

The amount of food you must consume each day is doubled, and you can eat up to 6 pounds of food per day for the sake of benefiting from this feature.

For every pound of food you consume, you gain 2 temporary hit points (maximum 12 total) - these temporary hit points stack with other sources of temporary hit points, and are always removed only after all other temporary hit point sources are depleted. These special temporary hit points are removed when you finish a long rest.

Stone Giant

You have proficiency with any improvised weapon that can be considered to have the Heavy property (such as a large rock or a log). An attack made with an Improvised Weapon in this way deals 1d12 damage of the appropriate type, and gains the Thrown property, with a normal range of 30 ft. and a long range of 80 ft. for you. If thrown, the Improvised Weapon deals 2d8 damage instead, and a creature hit by it must make a Strength saving throw or fall Prone.

Storm Giant

While you rage, you can use your action to stomp on the ground and trigger a thunderclap, which can be heard out to 800 ft.

All creatures within 10 ft. of you must succeed on a Constitution saving throw or take 3d6 thunder damage and be Deafened until the start of your next turn. On a success, a creature takes half as much damage, and is not deafened. 

You can do this once before you must finish a long rest.

True Giant

At 14th level, you reach the quintessence of giant power, even learning to make use of primordial energy in ways that some giants cannot grasp.

When you use your Giant Size feature to enlarge yourself, you can become Huge instead of Large. While Huge, your Unarmed Strikes deal bludgeoning damage equal to 1d10 + your Strength modifier. Finally, your reach extends by 5 ft.

Perfected Power

Also at 14th level, you gain another ability based on which type of Giant you chose for your Transformed Flesh feature.

Cloud Giant

You learn to merge with the wind and clouds to become light as air, yet as sturdy as a mountain.

While Raging, you can choose to gain a flying speed of 40 ft., which lasts for the duration of your Rage. Once you use this feature, you can't use it again until you finish a long rest.

Fire Giant

You gain the ability to direct the overflowing energy within you outwards, covering your body in fire.

When you Rage, you can choose to shroud your body in flames. If you do so, the first time you are hit by a melee attack after a Reckless Attack, the attacking creature must make a Dexterity saving throw or take 2d4 fire damage, as flames lash out at them.

Frost Giant

You channel the frost from deep within your being to surround yourself in a chilling aura while you Rage.

While Raging, you may choose to surround yourself in an aura of frost. If you do so, any creature that ends its turn within 5 ft. of you must make a Constitution saving throw, taking 1d6 cold damage on a failure.

Hill Giant

You fully embrace the gluttony of Hill Giants and gain an unprecedented metabolism.

The amount of additive temporary hit points you gain from eating a pound of food increases to 3.

Stone Giant

You mold your skin and muscles to become as hard as stone.

You gain resistance to lightning, fire, and cold damage while Raging. You also gain resistance to slashing damage from non-magical weapons even when you aren't Raging.

Storm Giant

As you gaze at the skies, thunder becomes your music, and lightning your art.

When you successfully hit with an Unarmed Strike or Melee Weapon Attack while you Rage, you can choose to empower it with lightning. If you do so, the attack deals an additional 1d6 lightning damage. You may only use this feature once per round.

Comments

Posts Quoted:
Reply
Clear All Quotes