Base Class: Barbarian
Barbarians who walk the Path of the Giant draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.
Giant Power
When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you can wield a Large weapon, this weapon must be a weapon from the table below. While wielding a large weapon, your AC is reduced by 1.
Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change. Each Weapon gains the following trait...
Greatclubs - Crusher
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Glaive - Parry
- When another creature damages you with a melee attack, you can use your reaction and reduce the damage taken by your weapons damage dice.
Greataxe - Cleave
- If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Greatsword - Deep Wounds
- Once per short rest, you may impose a constitution save against a creature (11+STR MOD) on a failure the creature starts to bleed, taking 1D8 bleeding damage for 2 turns.
- If the attack was a critical or if the target critically fails the saving throw, the bleeding lasts for 4 turns.
Halberd - Disarm
- Once per short rest you may disarm a creature if they are holding their weapon. The creature must make a Strength or a Dexterity Save (11+STR MOD) on a failure they drop their weapon into an adjacent space. On a success they maintain a grip on their weapon
Maul - Crusher
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Pike - Charge
- When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Elemental Cleaver
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning.
While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet.
If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types.
Mighty Impel
As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself.
An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
Demiurgic Colossus
When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller.
In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.
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