Barbarian
Base Class: Barbarian

Channel the raw might of primordial giants to grow in size and strength as your rage awakens ancient power in your blood. And use that power to hurl enemies across the battlefield. Change the tides of battles with swings of your oversized weapons and shake the battlefield with every thunderous step.

Level 3

Giant Awakening:


        At 3rd level, the ancient blood of the giants stirs within you, rising like a storm in the clash and chaos of battle. Their might wraps around you, weakening the strikes of insignificant smaller enemies and empowering you to hurl your foes—or the terrain—into whatever shape you deem fit.

  • Now, whenever you enter into a rage, you grow one size larger, as your giant ancestor's blood courses through your veins. Meaning, while you are enraged, you are counted as one size larger for anything like carrying capacity, pushing and pulling, lifting, grabbing, or abilities requiring targets of specific sizes. 
  • In addition, being a bigger target means you need thicker skin to withstand the increased attention; thankfully, your ancestors have you covered there, too. While enraged, you may reduce all incoming damage done by creatures smaller or by objects of equal or smaller size than you by your proficiency modifier. This reduction is applied before resistances. 
  • Finally, unarmored defense will be calculated at 10 + Strength modifier + Constitution modifier, because your ancestor's power did not come from getting out of the way.

Level 6

Ancestral Might:


          Beginning at level 6, the spark of your ancestry is no longer just a flicker in the heat of battles, but a full-blown fire that burns within. Your forefathers' strength and resilience now coat your skin, allowing you to laugh in the face of attacks from lesser foes. This imbues you with the might to shape the battlefield as you were meant to, as your lineage's power guides your hands and hardens your resolve.

  • Now, whenever you enter into a rage, you not only reduce incoming damage from smaller foes, but also actively resist their damage. You gain resistance to fire, cold, thunder, and lightning damage as your forefathers did.
  • In addition, you gain the ability to relocate your foes to more favorable positions with your newfound strength.  Once per turn when hitting a creature with a weapon attack, you can choose to halve the damage to push the target 5 times your Proficiency modifier in a straight line away from you. If the target cannot complete the full push distance and hits a wall, they make a Dexterity or Strength save against 8 + your Strength modifier + Rage damage bonus or take 1d6 Budging damage per feet ramaining divided by 5. If the target hits another target, they make a Dexterity or Strength save against 8 + your Strength modifier + Rage damage bonus, or they both take 1d6 Budging damage per feet ramaining divided by 5. Finally, if the target is going to fail off of something as a result of the push, they can save from not failing by rolling a Dexterity save of the number of feet remaining divided by 5 + your Strength modifier. 
  • While grappling a target, you gain the ability to replace 1 of your attacks with throwing your grappled target, as long as the target is equal to or smaller in size than you. You may throw your target the number of feet equal to your Proficiency bonus times 5.  If the target hits a wall before completing their full flight, they make a Dexterity or Strength save against 8 + your Strength modifier + Rage damage bonus, or the target takes 1d6 Budging damage per feet ramaining divided by 5. If the target hits another target, they make a Dexterity or Strength save against 8 + your Strength modifier + Rage damage bonus, or they both take 1d6 Budging damage per feet ramaining divided by 5. Finally, if the target is going to fail off of something as a result of the push, they can save from not failing by rolling a Dexterity or Strength save against 8 + your Strength modifier + Rage damage bonus.

Level 10

Monster's Force:


             At 10th level, you stand on the brink of becoming one with your ancestral power. Its strength no longer surges only in moments of fury, but endures within you as a constant, unyielding force. Your blows land with unparalleled might, and few creatures can hope to withstand the raw, overwhelming power that now flows through your bloodline.

  • Your skin has taken the true form of your specific ancestor's. You can choose to become immune to fire, lightning, thunder, or cold damage. You remain resistant to the rest. In addition, your skin takes on the giant's coloration. 
  • Your strength and condition increase by 1 (to a max of 21) as you feel the strength and vitality of your ancestors set into your beginning. 
  • Finally, you gain expertise in athletics, as no one will be able to survive your suffocating grasp.

Level 14

Fully Awakened Giant:


        At 14th level, you become a living vessel of your ancestors’ colossal might. Their power no longer echoes within you—it radiates from you, undeniable and absolute. Few creatures short of gods or true world‑shaking titans can hope to stand against your Strength. Battlefields become clay waiting to be molded by your hand, for you now wield the full, awe‑inspiring power of the giants.

  • Starting now, all pushes do 1d8 budging damage equal to the number of feet remaining divided by 5, in addition to secondary effects. Now, all targets when pushed leave a trail of difficult terrain behind them as they carve a path through the earth as they are pushed. When a target hits a wall, they take the new upgraded damage, but also take 2d6 thunder damage per feet ramaining divided by 5, along with all targets within 10 feet of them. A shock wave spreads out from the force of the impact. Now, when a target hits another target, both targets finish the full push, and both take 2d6 thunder per 5 feet of the remaining push. Their bodies slam into each other with immense force. 
  • As for throwing grappling targets, the damage is also increased to 1d8. Now, however, your range is increased to (Proficiency modifier + Strength modifier) times 5 feet. In addition, you can also choose to throw your target into an unoccupied space within range, dealing 5d8 thunder damage to the target and all targets within 10 feet, as a shock wave radiates from their landing. Also, when a target hits a wall from being thrown, they take 2d6 thunder damage per feet ramaining, divided by 5, along with all targets within 10 feet of them. Then, when a thrown target hits another target, they both take 2d6 thunder damage per feet ramaining, divided by 5. 
  • Finally, increase your Strength and Constitution by 1 (to a max of 22)

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/10/2026 12:36:06 AM
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5e
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9/14/2026 12:41:18 AM
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