Path of the Titan

by DirtyRooster

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Path of the Titan

Path of the Titan

A barbarian’s rage goes deeper than their emotions and taps into their very soul. Some who draw their rage from these depths find something lying dormant within them; the blood of giants.

You are one such descendant of a giant. As someone who follows the Path of the Titan, you seek to embrace the power of your ancestors that lies deep within your soul. Only pure rage can unlock these long dormant powers.

At your option, you can pick from or roll on the Titan Quirks table to create a quirk for your character.

Titan Quirks

d6 Quirks
1 You're always ravenously hungry, and eat portions meant for 4 or 5 people.
2 Every night when you sleep, you dream of a lost city in the sky, and a war in the clouds.
3 Your shadow is that of a much larger creature.
4 You do not know your own strength, and often break chairs you sit on or cutlery you use.
5 You bellow "FEE FI FO FUM" when you enter a rage.
6 In your spare time, you carve knick-knacks and jewelery out of the bones of your enemies.

Child of the Titans

Starting when you choose this path at 3rd level, your giant blood begins to manifest changes in you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll, and your weight increases by a number of pounds equal to 8 x the number of inches you grow.

Additionally, you learn to speak, read, and write Giant and your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Rage of the Colossus

At 3rd level, you tap into the giant blood that lies dormant in your veins when you rage. For the duration of your rage you gain the following benefits:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

City Breaker

At 6th level, you draw even more of your bloodline's power to the forefront when you rage. While raging, your weapon attacks deal double damage to objects and structures.

Fearsome Physique

Also at 6th level, you further unlock the giant's power in your enormous frame. Roll 1d4. You grow a number of inches in height equal to the roll, your weight increases by a number of pounds equal to 8 x the number of inches you grow, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Additionally, your fearsome size means that whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Constitution modifier.

Jotunblood

At 10th level, your giant heritage manifests differently depending on the type of giant ancestor in your bloodline. Choose one of the following giant types that best reflects your heritage and gain the abilities detailed for that type. Once you make this choice it cannot be changed.

Trollblood. You gain the regenerative powers of a troll. You have advantage on saving throws against poison and disease. Additionally, while raging you can spend one Hit Die to heal yourself at the start of each of your turns. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You cannot use this trait if you have taken acid or fire damage since the beginning of your last turn.

Hill Giant. The blood of the hardy and stalwart Hill Giants flows in your veins. You have advantage on saving throws against poison and disease and you gain proficiency with brewer's supplies or cook's utensils (your choice). Additionally, while raging you have resistance to poison damage and you cannot be knocked prone, shoved or moved against your will.

Stone Giant. You learn the wisdom and sagacity of the Stone Giants. You have advantage on saving throws against being charmed or frightened and you gain proficiency with mason's tools.

Additionally, while raging, you gain a bonus to Intelligence, Wisdom and Charisma saving throws equal to your rage damage bonus.

Frost Giant. The blood of the vicious Frost Giants flows in your veins. You have resistance to cold damage and you gain proficiency with leatherworker's tools. Additionally, while raging you gain temporary hit points equal to your proficiency modifier + your rage damage bonus at the start of each of your turns as you channel icy power to inure yourself against pain.

Fire Giant. The ironsmithing prowess of the cruel fire giants infuses you. You gain resistance to fire damage and proficiency with smith's tools. Additionally, while raging your skin hardens like iron increasing your armor class by an amount equal to your rage damage bonus.

Cloud Giant. The blood of the crafty cloud giants flows in your veins. You gain resistance to psychic damage and proficiency with disguise kits or forgery kits (your choice). Additionally, while raging you have advantage on saving throws against spells and magical effects.

Storm Giant. The blood of the mighty storm giants flows in your veins. You can breathe both air and water, and you gain a swimming speed equal to your walking speed. Additionally, while raging you are resistant to cold, lightning and thunder damage.

Might of the Colossus

Also at 10th level, the extra damage you deal with your Rage of the Colossus feature increases to 1d8.

Wrath of the Titans

At 14th level, you strike with the ferocity of a full-blooded giant. As a result, the extra damage you deal with your Rage of the Colossus feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

Art Credits

Notes v1:

A lot of people have done barbarian subclasses along these lines, it's a really common and desired theme, so I definitely stand on their shoulders. In particular:

I also took inspiration from the Unearthed Arcana: Giant Soul Sorcerer and a lot of it is a copy-paste from the Rune Knight Martial Archetype. The original version was slightly different, but when Rune Knight came out, it made too much sense not to just use it. They're different classes taking on the same idea, after all.

Child of the Titans

Ribbon size increase plus some extra HP.

Rage of the Colossus

The Main Feature. The wording is taken straight out of Rune Knight's Giant's Might feature. Fee Fi Fo Fum motherfuckers.

Fearsome Physique

Bit of a ribbon. Con bonus to intimidation, double lifting/ carrying capacity. Congrats you are now a particularly large and scary pack donkey.

City Breaker

Also a bit of a ribbon. Situationally useful, but mainly there so you can live your Mag the Mighty fantasy.

Jotunblood

The Other Main Feature; choose your giant heritage for a buff. Balance-wise, my approach was that each gets:

  1. A ribbon benefit (usually a tool proficiency)
  2. One benefit outside of rage (usually resistance to one damage type or advantage on saves vs 1-2 effects)
  3. One benefit (or two benefits depending on how strong they are) whilst raging.

The outlier is storm giants, who only get a ribbon (though arguably the 'strongest' ribbon) outside of rage but get three damage resistances whilst raging.

Might of the Colossus

Buff to The Main Feature. Wording taken straight out of Rune Knight's Great Stature feature, but you get the ribbon size increase at level 3.

Wrath of the Titans

Another buff to The Main Feature. Wording taken straight out of Rune Knight's Runic Juggernaut feature.

 

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