Barbarian
Base Class: Barbarian

There are warriors who hunt men.

There are warriors who fight armies.

And then there are those who learn to kill things that armies fear.

Barbarians of the Path of the Beastbreaker train themselves to confront the largest, strongest, and most physically overwhelming creatures of Aetheris. They hunt monsters that tear through shield walls, predators whose hides turn ordinary steel, giants capable of crushing a knight beneath one foot, and horrors whose anatomy was never meant to exist in the mortal world.

Beastbreakers do not necessarily hate beasts.

Despite their name, many possess considerable respect for natural predators and avoid killing creatures without cause. In the oldest traditions, the word beast refers not merely to an animal, but to any overwhelming creature that uses strength, size, terror, or predation to place itself beyond the reach of ordinary warriors.

A Beastbreaker therefore specializes in bringing the supposedly unstoppable within reach.

They study how massive creatures balance.

They learn which joints cannot be fully armored.

They recognize the moment a charging monster commits its weight.

They know how to climb an enemy too large to fight normally.

Most importantly, they understand a principle repeated throughout Beastbreaker traditions:

Size is not immunity.

When a Beastbreaker enters Rage, instinct and training fuse into terrifying clarity. The warrior ceases seeing a monster as an impossible whole.

A dragon becomes wings, knees, throat, eyes, and tendons.

A giant becomes balance, reach, momentum, and exposed joints.

A monstrosity becomes something with bones that can be broken.

Against ordinary enemies, the Beastbreaker is dangerous.

Against enormous creatures, the Beastbreaker becomes exactly what their title promises.

  1. Origins in Aetheris

No single nation created the Path of the Beastbreaker.

Similar traditions have emerged wherever communities have been forced to live beside things larger and more dangerous than themselves.

Mountain settlements developed techniques for fighting giants.

Frontier communities developed methods for killing monstrosities.

Underdark expeditions learned how to survive against creatures capable of swallowing a warrior whole.

Coastal peoples created specialized hunters capable of confronting monsters emerging from the sea.

Over generations, many of these practices evolved beyond ordinary martial instruction.

Some practitioners learned to enter a state of furious supernatural focus in which their bodies seemed capable of overcoming physical disparities that should have made victory impossible.

Those warriors became known by many names:

  • Beastbreakers;
  • Great-Hunters;
  • Giant-Fellers;
  • Bonecrackers;
  • Colossus Hunters;
  • Titanbreakers;
  • Monster-Wrestlers;
  • Fang-Slayers;
  • the Unbowed.

Eventually, scholars and adventurers came to recognize these different traditions as expressions of the same Barbarian path.

The First Beastbreakers

Some traditions claim the earliest Beastbreakers arose among prehistoric hunters forced to protect mortal settlements from megafauna and primordial monsters.

According to these stories, ordinary hunters quickly discovered that weapons alone were insufficient.

They had to learn the creature.

Where did it place its weight?

Which way could its joints bend?

How long did it need to recover after striking?

Where was its vision weakest?

How did it react when injured?

The hunters who survived passed those lessons forward.

Over centuries, practical knowledge became martial tradition.

Martial tradition became ritual.

Ritual became something almost supernatural.

Whether these accounts describe the true origin of the subclass is impossible to prove.

Beastbreakers generally consider the argument irrelevant.

Someone had to kill the first monster.

That is enough.

III. Philosophy and Doctrine

Beastbreaker traditions differ widely between cultures, but several principles recur with remarkable consistency.

Nothing Is Too Large to Fight

A Beastbreaker is trained to reject the instinctive assumption that size determines victory.

Large creatures possess advantages.

They have greater reach.

Greater mass.

Greater raw strength.

Often greater durability.

But size creates weaknesses as well.

Large creatures require stable footing.

They possess longer joints.

Their attacks carry more momentum.

Their movements create openings.

Their confidence frequently becomes predictable.

The Beastbreaker learns to turn those advantages against them.

Fear Is Information

Beastbreakers are not taught never to feel fear.

Fear is useful.

Fear tells a hunter that the creature ahead is dangerous.

The mistake is allowing fear to make decisions.

Experienced Beastbreakers learn to analyze terror.

Why am I afraid?

What can this creature do?

How can I stop it?

To them, courage is not absence of fear.

It is retaining the ability to act while fear is justified.

Respect the Worthy Kill

Many Beastbreakers distinguish sharply between hunting and slaughter.

A starving predator is not necessarily evil.

A territorial beast may simply be defending its range.

A dragon terrorizing settlements for pleasure is another matter entirely.

The best Beastbreakers understand ecology as well as violence.

Killing every dangerous creature in a region can create problems worse than the original threat.

Because of this, some Beastbreakers become unexpectedly effective conservationists, wilderness guides, or protectors of natural habitats.

They kill what must be killed.

They leave the rest alone.

Break the Weapon Before the Beast

A monster's greatest weapon is not always its claws.

Sometimes it is mobility.

Sometimes wings.

Sometimes a poisonous tail.

Sometimes regeneration.

Sometimes the terror it inspires.

The Beastbreaker therefore thinks in terms of disabling advantages.

A victory that removes the creature's greatest strength before killing it is safer than simply trying to inflict more damage.

The Greater the Threat, the Firmer You Stand

Beastbreakers are often defenders.

When something enormous appears, ordinary people instinctively retreat.

The Beastbreaker moves forward.

This creates one of the subclass's defining cultural ideals:

Someone must be the person the monster meets first.

  1. Visual Identity

Beastbreakers tend to look like people who expect to be stepped on, thrown through walls, swallowed, trampled, or hit by something weighing several tons—and have prepared accordingly.

Common equipment includes:

  • reinforced leather harnesses;
  • heavy climbing cords;
  • grappling hooks;
  • pitons;
  • hunting knives;
  • oversized melee weapons;
  • trophies taken from defeated monsters;
  • thick forearm guards;
  • monster-hide belts;
  • reinforced boots;
  • climbing spikes;
  • bone or horn charms;
  • scarred armor pieces;
  • emergency healing supplies.

Many deliberately avoid decorative equipment that can become caught while climbing a creature.

Common Weapons

Beastbreakers favor weapons capable of inflicting severe trauma.

Typical choices include:

  • greataxes;
  • mauls;
  • greatswords;
  • heavy spears;
  • glaives;
  • halberds;
  • battleaxes;
  • war picks.

Some carry smaller backup weapons intended specifically for use while grappling or climbing.

Trophy Traditions

Many Beastbreakers carry trophies from significant hunts.

These can include:

  • claws;
  • teeth;
  • scales;
  • horns;
  • fragments of shell;
  • pieces of chitin;
  • carved bone;
  • broken monster weapons;
  • sections of unusual hide.

Not all traditions approve of trophy taking.

Some believe the dead should be left intact whenever practical.

Others see trophies as records of experience rather than boasts.

  1. Role in Aetheris

Beastbreakers are most commonly encountered as:

  • monster hunters;
  • adventurers;
  • giant slayers;
  • caravan defenders;
  • frontier wardens;
  • military specialists;
  • bounty hunters;
  • Underdark escorts;
  • dragon hunters;
  • wilderness guardians;
  • gladiators;
  • mercenary shock troops.

Communities located near monster-infested wilderness often treat an experienced Beastbreaker with the same respect given to an expert surgeon or siege engineer.

When something enormous attacks, specialized knowledge matters.

  1. Subclass Integration

Frontier Communities

Beastbreakers flourish on dangerous frontiers where professional armies cannot always respond quickly enough to monster attacks.

A single capable hunter may save an isolated village from destruction.

Such figures often become local legends.

Adventuring Companies

Adventuring parties value Beastbreakers for their ability to hold the attention of physically dominant enemies.

Against creatures capable of overwhelming ordinary front-line combatants, a Beastbreaker can:

  • remain engaged;
  • resist displacement;
  • restrict enemy movement;
  • survive devastating attacks;
  • create openings for allies.

Military Forces

Some armies maintain small units of Beastbreakers specifically for fighting:

  • giants;
  • war beasts;
  • siege monsters;
  • enemy monstrosities;
  • summoned creatures;
  • dragons;
  • other battlefield threats too large for conventional infantry.

They are rarely deployed as ordinary soldiers.

Their talents are too specialized and too valuable.

Underdark Expeditions

Beastbreakers are particularly valued in the Aetheris Underdark.

The enormous predators and aberrant creatures found below frequently make conventional combat doctrine unreliable.

Some Beastbreakers specialize specifically in Old One-influenced aberrations and other creatures of the deep places.

VII. Subclass Features

The Path of the Beastbreaker gains features at Barbarian levels 3, 6, 10, and 14.

Its core design emphasizes:

  • fighting physically powerful creatures;
  • controlling Large and larger opponents;
  • resisting forced movement;
  • breaking monster defenses;
  • climbing or maintaining contact with oversized enemies;
  • protecting allies from brute-force threats.

Optional Subclass Techniques

These techniques are optional additions that may be earned through specialized instruction, cultural training, monster-hunting organizations, or campaign rewards.

They are not automatically gained through subclass progression.

Gut the Beast

When you score a Critical Hit against a Large or larger creature, you can reduce its Speed by 10 feet until it receives magical healing or completes a Short or Long Rest.

A creature's Speed cannot be reduced more than once by this technique.

Monster's Weight

When a creature at least one size larger than you misses you with a melee attack while you are Raging, you may use your Reaction to force it to make a Dexterity saving throw against your Beastbreaker Save DC.

On a failure, it falls Prone.

Once you use this technique, you cannot use it again until you finish a Short or Long Rest.

Trophy Lore

Choose one creature type from:

  • Aberration;
  • Beast;
  • Dragon;
  • Giant;
  • Monstrosity.

You gain Expertise in Intelligence or Wisdom checks relating specifically to creatures of that type in which you are already proficient.

Break the Charge

When a Large or larger creature moves at least 20 feet directly toward you and enters your melee reach, you may use your Reaction to make one melee attack against it.

On a hit, its Speed becomes 0 for the remainder of the turn.

Once you use this technique, you cannot use it again until you finish a Short or Long Rest.

Butcher's Eye

After observing a creature for at least 1 minute, you can determine whether it has any obvious:

  • damage resistances;
  • damage immunities;
  • physical vulnerabilities;
  • unusual movement forms.

The DM provides information that could reasonably be deduced from anatomy, movement, visible defenses, or your experience.

This ability does not reveal purely magical secrets without outward evidence.

  1. Playing the Path of the Beastbreaker

The Beastbreaker is an aggressive front-line Barbarian designed to excel against physically imposing enemies.

The subclass rewards a player for moving directly toward the most dangerous creature in the encounter and making that creature's advantages increasingly difficult to use.

A typical combat pattern is:

  1. Enter Rage.
  2. Identify the largest or most dangerous physical threat.
  3. Engage it before it reaches vulnerable allies.
  4. Use Break the Mighty to reduce its mobility or knock it Prone.
  5. Grapple or climb it where appropriate.
  6. Prevent it from freely repositioning.
  7. Use Cripple the Colossus to combine multiple forms of disruption.
  8. Force the creature to deal with you instead of softer targets.
  9. At high levels, bring even Gargantuan enemies crashing down.

The Beastbreaker is strongest when fighting a single dominant enemy supported by lesser creatures, but its basic Barbarian abilities keep it effective in ordinary encounters.

  1. Strengths

The Path of the Beastbreaker excels at:

  • fighting Large and larger creatures;
  • grappling;
  • forced movement;
  • knocking enemies Prone;
  • resisting forced movement;
  • resisting fear;
  • penetrating physical defenses;
  • protecting allies from monsters;
  • maintaining contact with mobile targets;
  • fighting giants and dragons;
  • surviving against physically overwhelming enemies.

Its greatest advantage is denial.

A monster may possess enormous physical advantages, but the Beastbreaker systematically removes them.

  1. Weaknesses

The Beastbreaker is less specialized against:

  • numerous small enemies;
  • incorporeal creatures;
  • highly mobile teleporting enemies;
  • spellcasters that avoid melee completely;
  • enemies reliant primarily on psychic or magical attacks;
  • creatures immune to Grappling or forced movement for anatomical reasons.

Its strongest features also require the Barbarian to remain in close combat.

The subclass is deliberately designed to be exceptional against monsters without becoming universally superior to every other Barbarian subclass.

XII. Roleplaying the Beastbreaker

Beastbreakers can have very different personalities.

Some are loud trophy hunters.

Others are professional monster-control specialists.

Some are gentle naturalists who become terrifying only when a dangerous creature threatens a settlement.

Others hunt monsters because they are obsessed with proving that nothing in Aetheris is beyond their ability to kill.

Useful personality traits include:

  • habitually studying exits and ceilings;
  • examining claw marks with professional interest;
  • judging buildings by whether they could survive a giant attack;
  • collecting monster anatomy texts;
  • sleeping comfortably near dangerous wilderness;
  • becoming irritated when others exaggerate monsters;
  • automatically watching a creature's feet and joints;
  • carrying far too much climbing equipment.

Respect Versus Obsession

A Beastbreaker can easily become consumed by the hunt.

Success against increasingly dangerous enemies may create the belief that only greater challenges matter.

That obsession can destroy relationships.

A warrior who considers every dragon a future trophy may eventually confront one that deserved diplomacy.

A monster hunter who stops distinguishing between dangerous creatures and evil creatures can become something frightening in their own right.

The best Beastbreakers remember why the tradition began.

Not to kill the largest creature.

To protect those who could not survive it.

XIII. Relationships with Other Classes

Rangers

Beastbreakers and Rangers frequently work extremely well together.

Rangers locate and study the quarry.

Beastbreakers prevent it from escaping once combat begins.

Druids

Relationships with Druids vary.

Druids often appreciate Beastbreakers who understand ecology and refuse unnecessary slaughter.

They strongly distrust trophy hunters who kill natural creatures purely for reputation.

Fighters

Professional Fighters sometimes find Beastbreaker techniques reckless.

Beastbreakers often respond that conventional formation tactics were clearly designed by someone who had never fought a dragon.

The two approaches can complement one another extremely effectively.

Artificers

Monster-hunting Artificers often build specialized equipment for Beastbreakers.

A Beastbreaker willing to field-test experimental anti-monster equipment is either an Artificer's favorite companion or their worst influence.

Often both.

Clerics

Clerics serving Valdor may admire Beastbreakers who place themselves between civilians and overwhelming threats.

Followers of Sylvara may respect Beastbreakers who distinguish predation from genuine corruption.

XIV. Organizations and Faction Connections

Beastbreakers often join:

  • monster-hunting lodges;
  • adventuring companies;
  • frontier militias;
  • mercenary companies;
  • military monster-response units;
  • wilderness patrols;
  • giant-hunting fellowships;
  • Underdark expeditions.

They are particularly valuable to groups operating far from conventional military support.

  1. Adventure Hooks
  2. The Giant That Refuses to Die

A hill giant has survived wounds that should have killed it several times over.

Each time it returns, it is larger.

Someone is altering it.

  1. Footprints Across the Kingdom

Enormous tracks appear across farmland overnight.

They pass directly through stone walls without damaging them.

Whatever made them is apparently not entirely present on the Prime Plane.

  1. The Last Hunt

A famous elderly Beastbreaker asks the adventurers to accompany her on one final expedition.

She refuses to explain what they are hunting.

She only says:

"I killed its mother forty-seven years ago."

  1. The Monster Beneath the City

Buildings begin shifting.

Cellars collapse.

People hear something breathing beneath the streets.

The city was unknowingly built upon the shell of a creature believed extinct.

It is waking.

  1. Breaker Broken

An acclaimed Beastbreaker has begun killing harmless magical beasts and displaying them as trophies.

His former companions believe something encountered during his last expedition changed him.

They want him stopped.

They would prefer him alive.

  1. The Dragon's Request

An ancient dragon approaches a renowned Beastbreaker voluntarily.

Something has been hunting dragons.

The dragon wants the Beastbreaker's help killing it.

  1. Something in the Deep

An Underdark expedition has vanished.

The only survivor repeatedly draws a creature with dozens of limbs surrounding a tiny humanoid figure.

The scale of the drawing is not symbolic.

XVI. Notable NPCs

Torva Stone-Hurler

Human Barbarian — Path of the Beastbreaker

Torva earned her name after killing an attacking giant by redirecting a boulder the creature had thrown at her village.

She is enormously practical and regards monster hunting as a trade rather than a heroic calling.

Before every expedition she asks three questions:

What does it eat?

How does it move?

What has already failed to kill it?

Torva dislikes hunters who care more about trophies than preparation.

Harek Nine-Scars

Northman Barbarian — Path of the Beastbreaker

Harek's name is inaccurate.

He has far more than nine scars.

The title refers to the nine wounds inflicted by the frost giant that killed his original adventuring company.

Harek later found the same giant.

He returned alone carrying one of its teeth.

He now teaches younger Beastbreakers that revenge is an excellent reason to survive but a poor reason to spend an entire life.

Kaia Red-Spear

Amazarae Barbarian — Path of the Beastbreaker

Kaia specializes in hunting enormous predators threatening remote communities.

She is an exceptional naturalist who meticulously records the creatures she encounters.

Her journals contain detailed anatomical illustrations, migration patterns, behavior notes, and recommendations regarding when dangerous animals should not be hunted.

Kaia becomes visibly irritated when called a monster slayer.

She prefers:

“problem solver.”

Dorrik Underjaw

Stonewarden Dwarf Barbarian — Path of the Beastbreaker

Dorrik operates primarily in the Underdark.

His specialty is fighting creatures large enough to dominate narrow tunnels where retreat becomes impossible.

He carries enough climbing spikes, cables, hooks, and harnesses to outfit a small expedition.

His favorite tactic is climbing directly onto a creature's back.

His companions have stopped attempting to discourage this.

XVII. Balance Notes

Intended Combat Role

Primary: Anti-Brute Striker / Controller
Secondary: Tank / Grappler

The subclass is deliberately strongest against physically dominant individual enemies.

Break the Mighty

The once-per-turn restriction prevents excessive control through Extra Attack.

The player must choose between:

  • reduced Speed;
  • forced movement;
  • Prone;
  • bonus damage.

This creates tactical flexibility without allowing every attack to impose a control effect.

Size Interaction

The subclass intentionally bypasses some normal size restrictions.

This is central to its identity.

A Barbarian subclass called the Beastbreaker should be capable of wrestling giants.

However, the mechanics distinguish between grappling an enormous creature and completely immobilizing it.

Cling to the Colossus therefore allows dramatic monster climbing without automatically letting a Medium creature stop a Gargantuan dragon from moving.

Damage

The subclass's damage increases are deliberately moderate.

Its principal strength comes from:

  • Advantage creation through Prone;
  • battlefield control;
  • resistance penetration;
  • improved Critical Hit range against large enemies;
  • staying attached to priority targets.

This prevents it from eclipsing more purely offensive Barbarian subclasses.

Survivability

The Beastbreaker does not gain broad new damage resistance because the Barbarian already has excellent physical durability while Raging.

Instead, its defensive benefits emphasize:

  • resistance to forced movement;
  • resistance to disabling monster abilities;
  • immunity to fear while Raging;
  • cover while clinging to enormous creatures;
  • keeping dangerous enemies focused upon the Barbarian.

Anti-Boss Design

The Beastbreaker deliberately interacts strongly with powerful single creatures, but its features avoid automatic shutdown whenever possible.

Boss creatures can still:

  • succeed on saving throws;
  • escape Grapples;
  • teleport;
  • fly;
  • use Legendary-style mobility;
  • attack other characters;
  • employ supernatural abilities.

The subclass disrupts powerful creatures without rendering them nonfunctional.

XVIII. Character Concepts

The Village Wall

Your home had no army.

It had you.

When monsters came down from the mountains, you learned to stand where the walls ended.

You became the thing they had to get through first.

The Failed Trophy Hunter

You once hunted monsters for fame.

Then you killed something intelligent that never needed to die.

Now you hunt only creatures that genuinely threaten others.

You still carry the trophy from that mistake.

Not proudly.

The Anatomist

You are fascinated by monsters.

You sketch them.

Measure footprints.

Collect shed scales.

Record behavior.

Your companions occasionally forget that your academic enthusiasm is attached to someone capable of wrestling an ogre into the ground.

The Giant Survivor

A giant destroyed your home.

You survived because someone else stood between it and you.

Years later, you became that person for others.

The Underdark Breaker

You have spent years below the surface.

You have fought creatures that most surface scholars believe are exaggerations.

You have stopped correcting them.

Sometimes ignorance is kinder.

The Dragon Challenger

You do not hate dragons.

You simply refuse to accept the idea that one creature's age, size, or power entitles it to rule weaker beings through fear.

A good dragon has nothing to fear from you.

A tyrant does.

XIX. Summary

The Path of the Beastbreaker is a Barbarian subclass built around a simple fantasy:

When everyone else sees an enormous monster, you see something that can be brought down.

At 3rd level, the Beastbreaker gains Break the Mighty, allowing their attacks to hamstring, stagger, knock down, or punish enemies, while No Quarry Too Great lets them Grapple and Shove creatures beyond the normal limitations of their size.

At 6th level, Monster Wrestler transforms the Barbarian into a dedicated anti-colossus combatant, capable of clinging to enormous enemies and refusing to be thrown aside, while Hidebreaker allows their attacks to overcome the natural defenses of monstrous foes.

At 10th level, Predator's Defiance makes fear increasingly irrelevant, Cripple the Colossus allows multiple weaknesses to be exploited simultaneously, and Get Away From Them lets the Beastbreaker intercept monsters attacking their companions.

At 14th level, the Barbarian becomes a true Titanbreaker, capable of grappling creatures regardless of size, penetrating extraordinary physical defenses, clinging to colossal enemies, and using Fall, Titan to bring even the greatest monsters crashing to the earth.

The Path of the Beastbreaker is therefore not simply a subclass about dealing extra damage to Large creatures.

It is about denying monsters the advantages that make them terrifying.

Their size.

Their strength.

Their momentum.

Their fear.

Their supposedly impenetrable defenses.

A Beastbreaker looks at a creature towering over the battlefield and asks the question no sane warrior should ask:

“Where do I climb?”

“That thing killed thirty soldiers.”

“I know.”

“It tore the gate off its hinges.”

“I saw.”

“And you're going out there alone?”

The Beastbreaker tightened the straps around her wrists and looked toward the enormous silhouette beyond the broken wall.

“No.”

She lifted her axe.

“It's coming in here with me.”

Break the Mighty

Your Rage allows you to turn an enemy's size and momentum against it.

Action Type: Passive
Requirement: Rage
Uses: Once per turn
Save DC: Beastbreaker Save DC

Your Beastbreaker Save DC equals:

8 + your Proficiency Bonus + your Strength modifier

Once on each of your turns when you hit a creature with a Strength-based melee attack while Raging, you can apply one of the following Breaker Maneuvers.

If the target is Large or larger, it has Disadvantage on the first saving throw it makes against that maneuver during the turn.

Hamstring

You strike a limb, joint, tendon, or equivalent structure.

The creature must succeed on a Constitution saving throw or its Speed is reduced by 10 feet until the start of your next turn.

If the target is Large or larger, its Speed is instead reduced by 15 feet.

A creature's Speed cannot be reduced below 5 feet by this feature.

Stagger

You disrupt the creature's balance.

The target must succeed on a Strength saving throw or be pushed up to 10 feet horizontally.

Beginning at Barbarian level 10, this distance increases to 15 feet.

Bring It Down

You attack the creature's balance, stance, or supporting limbs.

The target must succeed on a Strength saving throw or fall Prone.

A creature more than two sizes larger than you has Advantage on this saving throw rather than automatically being immune.

Punishing Blow

Instead of forcing a saving throw, you deal additional damage equal to your Rage Damage bonus + your Proficiency Bonus.

If the creature is Large or larger, add your Rage Damage bonus a second time.

You can use Punishing Blow only once per turn.

No Quarry Too Great

Your techniques are specifically designed to counter enemies that normally cannot be grappled or shoved by a warrior of your size.

While Raging, you count as one size larger when determining:

  • what creatures you can Grapple;
  • what creatures you can Shove;
  • your carrying capacity;
  • the weight you can push, drag, or lift.

This does not change the amount of space you occupy.

Monster Wrestler

You have learned how to survive within reach of creatures powerful enough to throw ordinary warriors aside.

While Raging, you gain the following benefits.

Unyielding Grip

You have Advantage on ability checks and saving throws made to:

  • initiate or maintain a Grapple;
  • resist escaping another creature's Grapple;
  • resist being forcibly moved;
  • resist being knocked Prone.

Creatures you have Grappled have Disadvantage on checks made to escape your Grapple if they are Large or larger.

Cling to the Colossus

When you successfully Grapple a creature larger than you, you may choose to cling to it instead of holding it conventionally.

While clinging:

  • you move with the creature;
  • your movement does not reduce the creature's Speed;
  • you occupy its space for purposes of movement;
  • you have Advantage on Strength-based melee attack rolls against it;
  • the creature cannot end the grapple merely by moving.

The creature can attempt to dislodge you by using its action to make a Strength or Dexterity check against your Beastbreaker Save DC.

On a success, you are moved to an unoccupied space adjacent to it and the grapple ends.

The DM may rule that certain amorphous, incorporeal, or anatomically unsuitable creatures cannot be climbed in this way.

Hold Fast

When a creature you are clinging to or Grappling attempts to move you involuntarily, you may use your Reaction to remain where you are.

If the effect normally permits a saving throw or ability check, you must still succeed on that roll.

If it would automatically move you, you instead remain in place.

You cannot use Hold Fast against teleportation.

Hidebreaker

Repeated battle against creatures protected by scales, shells, chitin, supernatural hide, or enormous musculature has taught you how to strike through natural defenses.

While Raging, your Strength-based melee attacks count as magical for the purpose of overcoming resistance or immunity to nonmagical attacks.

Additionally, once per turn when you hit a creature with a Strength-based melee attack, you may ignore resistance to the weapon's Bludgeoning, Piercing, or Slashing damage for that attack.

This does not ignore immunity.

Hunter of Great Beasts

Your experience confronting monsters has taught you how to read enormous creatures.

You gain proficiency in the following skills:

  • Animal Handling;
  • Athletics;
  • Nature;
  • Perception;
  • Survival.

In addition, you have Advantage on Intelligence or Wisdom checks made to recall or identify information concerning the habits, physical capabilities, tracks, feeding patterns, territories, or obvious anatomical vulnerabilities of:

  • Beasts;
  • Dragons;
  • Giants;
  • Monstrosities.

At the DM's discretion, this benefit can apply to similarly physical Aberrations or other enormous creatures you have studied extensively.

Predator's Defiance

You have faced creatures whose presence alone sends ordinary warriors fleeing.

They no longer impress you.

You gain Immunity to the Frightened condition while Raging.

If you enter Rage while Frightened, the condition immediately ends on you.

In addition, you have Advantage on saving throws against effects caused by Beasts, Dragons, Giants, and Monstrosities that would:

  • Charm you;
  • Paralyze you;
  • Stun you.

This reflects practiced resistance to roars, gazes, venoms, shockwaves, and other monster-borne disabling effects rather than universal mental protection.

Cripple the Colossus

Your Breaker Maneuvers become far more dangerous.

Whenever a creature fails a saving throw against one of your Breaker Maneuvers, you may apply one additional Breaker effect to that creature.

You cannot apply the same maneuver twice with a single attack.

For example, a successful Bring It Down could both knock a giant Prone and reduce its Speed with Hamstring.

Additionally:

  • Stagger now pushes up to 15 feet;
  • Bring It Down can affect creatures of any size;
  • No Quarry Too Great now causes you to count as two sizes larger rather than one for Grapples and Shoves.

Get Away From Them

Your instinct is to place yourself between monsters and their victims.

Action Type: Reaction
Uses: Proficiency Bonus per Long Rest

When a creature within your Speed that is Large or larger hits another creature you can see with an attack, you may use your Reaction to move up to half your Speed toward the attacker.

This movement does not provoke Opportunity Attacks.

If you finish this movement within your melee reach of the attacker, you may make one Strength-based melee attack against it as part of the same Reaction.

If that attack hits, the target has Disadvantage on the next attack roll it makes against anyone other than you before the start of your next turn.

You regain all expended uses when you finish a Long Rest.

You must be Raging to use this feature.

Titanbreaker

You have become a living answer to creatures that believe themselves too large, too powerful, or too durable to challenge.

While Raging, you gain all of the following benefits.

No Giant Stands Forever

Large and larger creatures cannot have Advantage on saving throws against your Breaker Maneuvers solely because of their size.

Whenever such a creature succeeds on a saving throw against one of your Breaker Maneuvers, you may still apply one of the following lesser effects:

  • reduce its Speed by 10 feet until the start of your next turn;
  • push it 5 feet if it can be moved;
  • deal extra damage equal to your Rage Damage bonus.

A creature can suffer this lesser effect only once per turn.

Break the Unbreakable

Once on each of your turns when you hit a creature with a Strength-based melee attack, the attack ignores Resistance to Bludgeoning, Piercing, and Slashing damage.

If the target is Large or larger, your attack also scores a Critical Hit on a roll of 19 or 20.

Impossible Grip

You can Grapple or Shove creatures regardless of their size.

When you successfully Grapple a creature at least two sizes larger than you, you do not prevent it from moving unless circumstances would reasonably allow you to anchor it.

Instead, you may automatically cling to it using Cling to the Colossus.

While clinging to a Large or larger creature, you gain Half Cover against attacks originating from outside that creature's space as you use its bulk for protection.

Fall, Titan

Once per Rage, when a Large or larger creature fails its saving throw against your Bring It Down maneuver, you can turn the strike into a devastating takedown.

The creature:

  • falls Prone;
  • takes additional damage equal to 2d12 + your Strength modifier of the same type dealt by the triggering attack;
  • cannot stand until the beginning of its next turn;
  • cannot take Reactions until the beginning of its next turn.

If the creature is Gargantuan, it has Advantage on the saving throw against the triggering Bring It Down maneuver, even if another feature would normally remove that Advantage.

Once Fall, Titan has been triggered during a Rage, it cannot be used again until you begin another Rage.

Path Of The Beastbreaker Image

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