Barbarian
Base Class: Barbarian

This is a Homebrew version of the Path of the giants, with my own twists.

There are those who view rage as a wild, erratic storm of claws and teeth, but for the followers of the Path of the Steel Behemoth, fury is a calculated, unyielding engine of absolute destruction. These barbarians do not look to beasts or tempestuous weather for their primal inspiration; instead, they draw power from the concept of the mountain, the iron fortress, and the walking siege engine. To a Steel Behemoth, the body is an anvil that has taken a thousand strikes and emerged harder, heavier, and completely impervious to the chaotic whims of battle.

Originating from isolated mountain holds, ancient dwarven vanguard traditions, or harsh military academies where recruits are trained to withstand cannon fire and battering rams, these warriors treat combat as an exercise in immovable mass and irresistible force. When a Steel Behemoth enters a rage, the atmosphere shifts. The air grows heavy, the ground trembles beneath their boots, and their skin takes on a dull, metallic sheen reminiscent of quenched steel. They become walking monoliths, unbothered by the spells of mages or the desperate thrusts of infantry.

On the battlefield, a Steel Behemoth serves as both an impenetrable shield for their allies and a horrifying hazard for their foes. While other combatants dance around blows, the Behemoth simply absorbs them, letting the kinetic energy dissipate harmlessly against a physique hardened beyond normal limits. Their very movement is a tactical threat; charging across the battlefield like a runaway locomotive, they sweep enemies aside with casual brutality, flattening lines of defense without breaking their stride.

As they grow in power, this physical transformation deepens into something mythic. Their presence alone inspires ironclad resolve in their comrades, creating a protective bastion of safety amid the chaos of war. At the height of their career, a Steel Behemoth is treated less like a mortal warrior and more like a localized natural disaster. Walls crumble before their fists, doors splinter instantly upon impact, and single strikes carry the devastating force of a falling fortress. They are the ultimate embodiment of the philosophy that defense and offense are the exact same thing: an unyielding wall moving forward at terminal velocity.

 

Level 3: Behemoth Power

You are tied to the primal energy of the universe, as you have a touch of magic in your fingertips. You can learn Druidcraft or Thaumaturgy. You'll also learn how to communicate with giants-- which is handy, since you're pretty darn close to them.

Druidcraft

Thaumaturgy

 

Behemoth's Havoc

Your rage taps into primal forces, boosting your size, reach, and even your damage with thrown weapons. You become Large, your reach increases by 5 feet, and you can add your Rage Damage bonus to damage rolls with thrown weapons. Use your newfound size to wreak havoc on a much larger area than most of your martial allies can ever hope to affect.

Element's Axe

Infuse a weapon with primordial energy, dealing extra damage to enemies near and far. Pick up your pike, imbue it with elemental power, and hurl it like a spear, because any weapon that you infuse in this way gains the thrown property. Additionally, the infused weapon magically reappears in your hands the instant it misses or hits a target, so you don’t have to worry about prying that pike out of the wall later.

Point Break

You’re big; it stands to reason that you should be able to pick up smaller things—or enemies—and throw them. Instead of a contested Athletics check, this feature forces the enemy to make a saving throw using a DC that scales with your Strength modifier. You can throw enemies into dangerous terrain as well, so keep an eye out for cliffs, quicksand, lava, and other hazards. Hope you’ve been lifting!

The Might of the Behemoth

The Might of the Behemoth boosts all of your aforementioned features, ensuring they’ll keep up with the threats you’ll face at this level. Large becomes Huge, the extra 1d6 elemental damage from Elemental Cleaver becomes 2d6, and Mighty Impel can now affect Large creatures. With The Might of the Behemoth, take all of your giant powers and dial them up to 11.

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