Barbarian: Path of Giant Might
For countless ages, many humanoid cultures have worshiped the mighty giantkind as objectively superior beings, before whom one cannot help but kneel.
Barbarians who follow the Path of Giant Might do not believe that the power of giants is entirely unobtainable. They believe that giants have been placed within the world to serve as examples to humanoids. Lesser beings are not meant to despair at the chasm of power between them and giants, but are meant to reach out and strive to attain that perfected strength.
These Barbarians reforge their flesh by absorbing ambient primordial energy and training their bodies to transcend their normal limits in short bursts of unyielding power.
Transformed Flesh
You have learned to reform your flesh in a way that mimics that of giants. When you choose this path at 3rd level, select one of the giant types in the table below. You gain a corresponding damage resistance depending on the type you select.
| Giant type | Damage resistance |
|---|---|
| Hill Giant | poison |
| Stone Giant | poison |
| Frost Giant | cold |
| Cloud Giant | thunder |
| Fire Giant | fire |
| Storm Giant | lightning |
Additionally, you gain the ability to speak, read, and write giant.
Whenever a creature must make a saving throw due to a feature of this subclass, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
Giant's Vigor
At 3rd level, you learn to channel great vitality when you rage.
When you enter a rage, once per short rest you may choose to gain an amount of temporary hit points equal to your level in this class plus your proficiency bonus. Any of these temporary hit points that remain after your rage ends, are removed.
You can use this feature a number of times equal to your constitution ability modifier (minimum 1), and you regain all expended uses of it when you finish a long rest.
Giant Size
At 6th level, you become able to grow to a size more befitting one called giant.
When you enter a rage, you can choose to enlarge your form for the duration of the rage. While enlarged, if your size is not already large or greater, your size becomes large as your form grows in all directions. Additionally, while enlarged, your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier. You also add +1 to any strength based attack rolls, ability checks, and saving throws.
If there is not enough room for you to increase your size to large, you attain the maximum possible size in the space available. When you enlarge in this way, everything you are wearing and carrying changes size with you.
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Primordial Integration
At 10th level, you learn to deeply integrate residual primordial energies, from which giants first emerged, into your body. You gain one of the following benefits depending on your giant type.
Hill Giant. The amount of food you must consume daily is doubled, and you can eat up to 10 units of food (each equal to 1 ration's worth of food) per day. For every unit of food consumed, you gain 2 additive temporary hit points (max 20). These hit points can stack with other sources of temporary hit points and are always removed only after all other temporary hit point sources are depleted. These special hit points are removed after taking a long rest.
Stone Giant. You are considered to have proficiency with any improvised bludgeoning weapon that can be considered to have the heavy property (such as a large rock or log), it also deals 2d8 damage and gains the thrown property with a normal range of 30 feet and a long range of 80 feet for you. If thrown, the object deals 2d12 bludgeoning damage instead, and a creature hit must make a Strength saving throw or be knocked prone.
Frost Giant. You do not suffer any effects of extreme cold, as described in the Dungeon Master's Guide. While raging, you gain immunity to cold damage.
Cloud Giant. While raging, you can choose to let an aura of wind surround you in a 10-foot-radius sphere. While this aura is active, you gain +2 to your AC against ranged weapon and ranged spell attacks, and all open non-magical flames within it are extinguished.
Fire Giant. You do not suffer any effects of extreme heat, as described in the Dungeon Master's Guide. While raging, you gain immunity to fire damage.
Storm Giant. Once per short rest, while raging, as an action you can stomp on the ground to trigger a thunderclap. All creatures within 10 feet of you must succeed on a Constitution saving throw or take 3d8 thunder damage and be deafened until the start of your next turn. On a successful save, a creature takes half as much damage and is not deafened. The thunderclap can be heard out to a range of 800 feet.
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True Giant
At 14th level, you reach the quintessence of giant power, even learning to make use of primordial energy in ways that some giants cannot grasp.
When you use the Giant Size feature to enlarge yourself, your size instead becomes huge. Your unarmed strikes also instead deal bludgeoning damage equal to 1d10 + your Strength modifier. Additionally, your reach extends by 5 feet.
Perfected Power
At 14th level, you also gain one of the following abilities based on your giant type.
Hill Giant. You fully embrace the gluttony of Hill Giants and gain unprecedented metabolism.
The amount of additive temporary hit points you gain from a unit of food is increased to 3, and the maximum units of food you can consume per day is increased to 14.
Stone Giant. You mold your skin and muscles to become as hard as stone.
You gain resistance to lighting, fire, and cold damage while raging, and immunity to slashing damage while raging. You also gain resistance to slashing damage from non-magical weapons even when not raging.
Frost Giant. You channel the frost from deep within your being to surround yourself in a chilling aura while raging.
While raging, you may choose to surround yourself in an aura of frost. If you do so, any creature that ends their turn within 5 feet of you must make a constitution saving throw or take 2d6 cold damage.
Cloud Giant. You learn to merge with the wind and clouds to become as light as air, yet sturdy as a mountain.
While raging, can choose to levitate up to 40 feet from the ground with a fly speed of 40 ft. during your rage.
Fire Giant. You gain the ability to direct the overflowing energy within you outwards, to cover your body in fire.
When you go into a rage, you may choose to shroud your body in flames. If you do so, the first time you are hit by a melee attack after making a reckless attack, the attacking creature must make a Dexterity saving throw or take 2d10 fire damage as flames lash out at them. On a successful save, a creature takes half as much damage.
Storm Giant. As you gaze at the skies, thunder becomes your music, and lighting your art.
When you successfully hit with an unarmed strike or melee weapon attack while raging, you may choose to empower the attack with lighting. If you do so, the attack deals an additional 2d6 lightning damage. You may only use this ability once per round.
Art Credits:
- Page 1: Piotr Krezelewski; Wisnu Tan
- Page 2: Yin Yuming
- Page 3: Piotr Foksowicz


Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.