Base Class: Barbarian
The barbarians that follow the path of the Jötunn are often seen as strangers amongst the barbarian 'type', preferring strategy and patience to the ways of destruction and violence. A barbarian that follows this path will often use their growing rage to break their own limits, going into trance states where their raw anger Manifests in feats of inhumane strength and prowess which allows them to harness the forces that follow the example of their ancestral blood. While not directly descended from giants, The barbarians of this path are known for drawing inspiration for their lives from the giants of their 'homeland', such as:
- Stronmaus,Lord of the storm giants, Inhabitors of the lands where none except the bravely foolish dare to tread
- Mennor, Leader of the cloud giants, Wealth seekers and keepers of vast treasures
- Surtur, leader of the fire giants, Grand weaponsmiths and warriors of immense battle prowess
- Prim, leader of the frost giants, Hardened warriors of the biting northern chill
- Skoraeus Stonebones, leader of the stone giants, Artists of the practical and the beautiful
- or the lesser appreciated Grolantor, leader of the hill giants, the monstrous devours who give giants the foul name amongst adventureres
Of course it would be wrong to say that a barbarian of Jötunn follows a giant's lifestyle to the absolute, instead taking from each of the main 6 and using their examples to craft a way of life that allows them to follow their ancestors... while living lives of their own.
strength of Jötunn
Through your wish to live as giants do, taking their ways and making them into yours, you have found a way to use your unending fury to fuel your body to achieve feats of immense strength. Whereas some barbarians might take to the Storms or spirits of nature in battle, you forgo these forces to call upon your unbridled Fury to conjure the strength to rip your foes in twine and release the rage of the Jötunn within. The means to do so, comes from the runic sigils tattooed into your very skin via a mixture of your own blood and soil from your homeland, increasing your size category by one. As a bonus, the knowledge to make these runes has come from your extensive study of the giant tongue, giving you a fluid linguistic affinity to their language .
Arm Of Surtr
Through your study of the fire giants and their craft of forging the greatest of armours and weapons, You have begun your journey by following in their footsteps, Becoming proficient in blacksmithing tools for the soul reason of forging your own weapon with runic enhancements. Over the space of a short or long rest, You can take an already existing weapon Or the materials needed to make one and forge a weapon with Two minor Enchantments to it as an hour long ritual. One of these enchantments is rendered null If the weapon is made from Adamantine or Similarly magic materials Supplied at the time of its creation. (Gain a third enchantment slot at level 6, a fourth at level 10, fifth at level 15 and sixth at level 20. An Enchantment may be added post creation if the weapon has a free slot/after one is unlocked)
The Weapon is then known as The Arm of Surtr and, with a bonus action, can be summoned to your hand at any time as long as it is within 100ft of your location. Enchantments at creation are Considered 'uncommon', But an item that is already enchanted and does not fall under artefact or Legendary rarity can Be disassembled and studied to create a Sigil stone; which can then be used during the construction of a new weapon. To do this, you must spend the time to disassemble and replicate the enchantment by sealing it into a prison rune, which takes a check with smith's tools to do so (DC shown in rune/requirement list)
Only one arm of surtr can belong to a barbarian of Jötunn at one time, Meaning the creation of another will destroy the enchantments on an existing weapon, and destroy the weapon entirely if made from magic materials. Damage enchantments cannot be used on the same attack
NOTE: All runic enchantments, even recalling, are Used through Verbal components. The enchantments will not work if under magical silence or without speaking the command word.
Will Of Prim
Through your Slow transition into the ways of the giant, your gaze has moved to the frost giants and their leader, prim. Through them, you have undergone harsh conditioning to Prepare yourself for the harsh environments you may or may not find yourself in, much like they have for the icy wastes on which they walk. As a passive effect, you can move through difficult terrain as if it were normal and are not affected by extreme temperatures. When raging, You undergo the effect of 'Enlarge creature', As the essence of the Giant rushes through your body, enlarging you and your gear to new sizes.
Elemental Titan
Through your extensive studies, your training and your conditioning, you have begun to reach the peak of giant hierarchy, learning of the lords Stronmaus and mennor, Giants of the storms and clouds. Through this knowledge, you have begun your own Rituals and training to understand what it is these two have in common... the skies. Storms, the will and force of elemental energies clashing to create a cataclysmic event... and clouds, the ones that carry the vast rains and the fogs which hide dangers most shall never see coming. Storms cannot live without the clouds, and the clouds shall always be moments away from creating a storm of their own... And you, As one who has come this far to study and mimic the giant races... must be both. While the prophetic sight of the storm giants is forever out of your reach, as is the mist forms of the cloud giants... your control instead, reaches to their domains. the skies.
When you rage, you can choose to have your body become wreathed in swirling winds and thunderous bolts, creating an aura of swirling winds and clouds above you in a 30ft radius. As long as you are raging, creatures you choose in this area of effect, one that follows you wherever you go, must treat the area as difficult terrain as blustering winds and harsh rain make it hard to traverse your area of influence. During this time, as an action on your turn, you can choose a number of creatures up to your constitution modifier and have them make dexterity saving throws (DC = 8+con+prof). on a failure, they take 1d6 lightning, 1d6 cold, 1d6 thunder and 1d6 force damage as they suffer the effects of the storm around you.
Fury Of Jötunnheim
Through your studies... through your dedication. Through your rage and your calm, through the years it took you to get this far, you have finally reached the peak of your tribe's studies. you have come to learn and understand what it is to be a giant... and how you as a mortal can never truly be one. A truth you accepted a long time ago when you started this journey.... with it set in stone before you however, with the nature of your mighty Idols now lost to you forever in a way that you can never reclaim them... with the pain of truth upon your heart... your rage is now fuelled by the contempt and the anger you have for your own blood,... yet tempered by understanding and acceptance. Your rage now shakes the very earth you walk on, a silent anger that brings fear from the oppressive feeling of death surrounding you...
Once per short rest, you may enter 'Fury', expending one rage slot to do so. During this time, your movement speed is reduced by half, but each step you take creates a tremor around you for 10 feet in radius. creatures in this range must make a strength saving throw or be knocked prone and take 4d8 force damage from the quakes your steps bring. You cannot use weapons in this state, instead dealing 4d6 on unarmed attacks of magical bludgeoning. in this state, you are a mountain, A giant restrained to humanoid form...
A lone Jötunn, Just as your ancestors were.
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