Path of the Colossus
"No matter how the wind howls, the mountain cannot bow to it."
Those who walk the Path of the Colossus are defined by their discipline, focus, and resolve. They identify with the element of earth and train to become living weapons. Barbarians who follow this path channel their rage into incredible physical strength to overpower their enemies. Capable of crushing rock and withstanding devastating blows, these warriors are implacable forces of nature.
Image credits:
Monk by Blizzard Entertainment
Mountains by Marcodaldingo at Deviantart
Hands of Stone
Your weapons of choice are your fists. Beginning when you choose this path at 3rd level, you can roll a d4 in place of the normal damage for your unarmed strikes, which count as melee weapon attacks. This die changes based on your level in this class, shown in the table below.
When you make an unarmed strike on your turn, you can make one unarmed strike as a bonus action if you are not wielding a weapon or a shield.
Unarmed Strike Damage
| Barbarian Level | Unarmed Strike |
|---|---|
| 3rd | 1d4 |
| 6th | 1d6 |
| 10th | 1d8 |
| 14th | 1d10 |
Might of the Mountain
At 3rd level, you specialize in overpowering and outlasting your foes. When you successfully grapple or shove a creature, it takes bludgeoning damage equal to your Unarmed Strike die. While you are not wearing heavy armor or wielding a weapon, you can use your bonus action to grapple or shove a creature, or to steel yourself as described below.
Steel Nerves. As a bonus action, gain temporary hit points equal to half your barbarian level + your Constitution modifier, which are lost at the start of your next turn.
Unstoppable Force
Starting at 6th level, your relentless conditioning makes you a potent threat. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. They also deal double damage to objects and structures, which count as hostile creatures for the purpose of maintaining your rage.
While raging, moving through difficult terrain costs you no extra movement.
Immovable Object
At 10th level, your rage grants you strength unparalleled. Your carrying capacity is doubled, as is the weight you can push, drag, and lift.
While raging, you count as one size larger when you attempt to grapple or shove a creature, and you are immune to being pushed, pulled, or knocked prone.
Titan's Fist
When you reach 14th level, you learn how to throw all your strength into a single crushing blow. As an action, make an unarmed strike against a creature no more than one size larger than you. If it hits, add 1d10 to the damage roll. The target must then succeed a Strength (Athletics) check contested by your Strength (Athletics) check or be pushed 20 feet away from you and knocked prone. If the target is pushed into an object, obstacle, or creature, they take additional bludgeoning damage equal to twice your Strength modifier.
While raging, you can target creatures up to two sizes larger than you with this feature.



































Sample Magic Items
Because the Colossus fights barehanded, players potentially miss out on the fun and utility of magic weapons that barbarians often enjoy. This list is not meant to be fully balanced, but rather to give DMs ideas for how to offer a player options in place of magical weapons over the course of a campaign.
Brawler's Knuckles +1
Wondrous item, uncommon
These connected metal rings are shaped to fit around your knuckles, allowing you to deal more damage with each punch. While worn, you have a +1 bonus to attack and damage rolls with unarmed strikes.
Spiked Gloves +1
Wondrous item, uncommon
These lightweight gauntlets have spikes protruding from the knuckles. While worn, you have a +1 bonus to attack and damage rolls with unarmed strikes, which deal piercing damage.
Tiger Claws +1
Wondrous item, uncommon
Sharp blades extend out from the fingers of these gloves. While worn, you have a +1 bonus to attack and damage rolls with unarmed strikes, which deal slashing damage.
Fire-Eater's Fist Wraps
Wondrous item, rare (requires attunement)
These strips of cloth are adorned with arcane runes drawn in ash. While wrapped around your hands, you can use a bonus action to speak the command word, causing magical flames to engulf your fists. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. While ignited, your unarmed strikes deal an extra 1d6 fire damage, and you are resistant to fire damage.
The flames last until you speak the command word again as a bonus action or remove the wraps.
Sparkfists
Wondrous item, rare
These steel gauntlets are decorated with arcing runes and jagged spikes. While wearing them, you have a +1 bonus to attack rolls with your unarmed strikes, which deal piercing damage. In addition, your unarmed strikes deal an extra 1d6 lightning damage, and are made with advantage if your target is wearing metal armor or is made of metal.
Raptor Talons
Wondrous item, rare (requires attunement)
A fearsome set of sharp, hooked blades that cover the wearer's fingers. While wearing them, you have a +1 bonus to attack and damage rolls with your unarmed strikes, which deal slashing damage. When you
Armstrong Alchemical Gauntlets
Wondrous item, very rare (requires attunement)
These open-fingered gauntlets are engraved with alchemical circles and made of overlapping plates. A spiked plate covers the upper knuckles to enhance punches. While worn, you have a +2 bonus to attack and damage rolls with unarmed strikes.
When you take the Attack action on your turn, you can touch a nonmagical stone object or section of stone and reshape it into a small handheld missile. This stone missile is a simple weapon, has a +2 bonus to attack and damage rolls, deals 1d8 piercing damage on a hit, and has the thrown property (range 30/120). Transmuting the stone and throwing it are both part of the attack, so you can use this feature for any of the attacks you make as part of the Attack action. Any missiles you make crumble at the end of your turn.
Right Hand of Tyr
Wondrous item, legendary, requires attunement
A single gauntlet elegantly made of interwoven gold and brass. While worn on your right hand, you have a +3 bonus to attack and damage rolls with unarmed strikes, which deal either bludgeoning or radiant damage (your choice). It has the following additional properties.
Directed Verdict. Once per round when you hit a creature with an unarmed strike, you can release an explosion of golden light. Your target must succeed a DC 17 Constitution saving throw or be blinded until the start of your next turn.
Light of Justice. As a bonus action, you can speak the command word to cause the gauntlet to glow, emitting bright light in a 30-foot radius and dim light for an additional 30 feet. This light counts as sunlight. You can dismiss the light by speaking the command word again as a bonus action or by removing the gauntlet.