The Colossus - A Barbarian Archetype

by haimurashoichi

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Path of the Collossus

Determination, focus and resolve. These are the strongest ideals held by barbarians who follow the Path of the Collossus. Colossi, as they are called, are the guardians of the northern borders, known for their large presence on the battlefield, both figuratively and literally. While raging, these barbarian use their rage to grow to a tremendous size and use that to their advantage when in combat.

Barbarian Level Feature
3rd Growing Rage
6th Giant's Maneuvers
10th Titan's Grasp
14th Unstoppable Force

Growing Rage

Starting when you choose this path at 3rd level, while raging, you instantly grow in size and release massive heatwaves for the duration of the rage. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example.

Additionally, your weapon attacks now deal an extra 1d4 of the same damage while raging.

Giant's Maneuvers

Beginning at 6th level, you have learned to better make use of your immense size in battle. You gain the following effects while raging.

  • Your attacks now double damage to objects and structures.
  • A creature attempting to escape your grapple does so with disadvantage.
  • You may use a bonus action to throw a grappled creature as far as ten times your strength modifier in feet in any direction, falling prone and dealing 1d6 bludgeoning damage on impact to the creature.

Titan's Grasp

Beginning at 10th level, your muscles have densened from the constant stretching and shrinking. You can never have disadvantage on Strength checks, even outside of your rage ability. The additional damage of the Growing Rage feature increases to 2d4, and the damage dealt by your Giant's Maneuver feature increases to 2d6.

Unstoppable Force

Starting at 14th level, your increased size allows you to shrug off slowing and immobilizing effects with ease.

While raging, you are immune to the frightened, grappled, paralyzed, prone, restrained or stunned conditions, unless you choose to be inflicted.


Kaldulvian Collosus

Large humanoid (kaldt), lawful neutral


  • Armor Class 14
  • Hit Points 67 (9d8 + 27)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 9 (-1) 13 (+1) 9 (-1)

  • Skills Perception +5, Survival +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Ulvan
  • Challenge 5 (1.800 XP)

Keen Hearing and Sight. The colossus has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Siege Fighter. The colossus deals double damage to objects and structures.

Unarmored Defense. While not wearing armor, the berserker's AC includes its Constitution modifier.

Actions

Multiattack. The colossus makes two melee attacks with its greataxe or one melee attack with its greataxe, one grapple attempt and throw attack.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (2d12 + 4) slashing damage.

Throw. The colossus can throw a grappled creature as far as five times its strength modifier in feet in any direction, making the creature fall prone and take 1d6 bludgeoning damage on impact.