The Path of the Giant's Fist

by Jadeor

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Path of the Giant's Fist

Path of the Giant's Fist

Giant Origins
d4 Origin
1 Your power derives from your giant bloodline.
2 You underwent a ritual and you devoured the flesh of a giant, ate it's heart, or consumed its blood.
3 You came into contact with a magical artifact of giant origin, that cursed you.
4 You were raised by giants, who imbued you with their might.
A barbarian subclass

The barbarians of the path of the giant's fist are barbarian who can increase their size when they get angry. They are normally connected to giant's in some way, but not always.

Giant Rage

When you choose this subclass at 3rd level, you gain the ability to increase your size when you rage. Whenever you enter into a rage, you gain the following benefits for as long as you are raging:

  • 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.
  • As long as both your hands are free, you may attempt to grapple or shove a creature as a bonus action. Whenever you successfully shove or grapple a creature this way, that creature takes 1d4 bludgeoning damage.
  • Your unarmed strikes deal 1d8 bludgeoning damage, and your attacks deal double damage to buildings and structures.
  • Your jump distance doubles.

Mighty Resilience

At 6th level, you gain the resilience that giants are famous for. Whenever you take damage you may use your reaction to give yourself resistance to one of the triggering damage types (you can choose which, but resistances don't stack) until the start of your next turn.

You may use your reaction to do this a number of times equal to your proficiency bonus, after which you cannot do so again until you finish a long rest.

Enormous Strength

At 10th level, your strength is greater than most mortals. You may now shove or grapple creatures up to 2 sizes larger than you instead of 1, and your carrying capacity is doubled. You also gain the following benefits:

  • Whenever you successfully shove a creature, that creature takes 1d4 bludgeoning damage (in addition to the damage it takes if you are raging), and you may choose to both push it back 5 feet and knock it prone.

Concept design for a film by Justin Sweet

  • When you are grappling a creature at least one size smaller than you, as an action you may attempt to fling it. You make a Strength (athletics) check. If the result is 10 or higher, you throw it up to 20 feet, if it is 15 or higher, you throw it up to 40 feet, if it is 20 or higher, you throw it up to 60 feet. The creature suffers falling damage as though they fell the distance you threw them. If the result was 20 or higher you may throw the grappled creature at another creature. If you do, the second creature must make a Dexterity saving throw, and takes half the damage taken by the first creature on a failure, no damage on a success.

Titanic Rage

At 14th level, you become even larger and more powerful when you rage. Whenever you enter into a rage, you gain the following benefits for as long as you are raging:

  • You may choose to become Huge instead of Large, along with everything you are wearing if you have the room to do so. If you do, your reach extends by 5 feet.
  • Your jump distance triples, instead of doubling.
  • Your unarmed strikes now deal 1d12 bludgeoning damage.
  • You add 1d6 to Strength ability checks and saving throws you make.
 

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