Path of the GiantBorn







A large man trudges his way through the tundra, hair whipping in the gale force winds of a blizzard, unhindered by sleet and snow. An enraged Goliath battles a group of orc raiders atop a mountain side, grabbing one and tossing the brigand off the side into the heavens, as if he was nothing more than skraps from a plate. A Wood Elf swells in size, meeting a now perturbed Ettin eye to eye with a snarling roar.

Some draw their rage from the fury of their ancestors, or from the delight in the slaughter to come. Others find that their anger comes from a special totem granted or gained in a momentous occasion. But a select few draw their rage from a much more ancient source, one of the original races in all of faerun. A race that garners as much fear as they do respect and awe: Giants









Stick and Stones

At 3rd level, you gain proficiency with improvised weapons. Also, while raging you can chose a nearby object that is not being worn or carried. The object must fit inside a 5ft square. You can use this object as an improvised weapon that deals 2d6 bludgeoning damage plus strength.You may add your bonus rage damage to damage dealt by this feature. This object can be thrown up to 30ft. At levels 6th, 10th, 14th, and 18th, gain an additional 1d6 to the damage and 5ft of range.





The Blood of The Jotun

Beginning at 6th level, your giant heritage becomes more apparent in your appearance (Appearance changes are optional) and during your rages. At 6th level you can pick one of the six types of giants that you share traits with. During later levels, you may not pick a different type of giant, you gain the abilities as the one you picked at 6th level.

Cloud: Once per day, you can cast either fog cloud or misty step as a spell like ability. This ability can only be used onced per long rest. High altitudes do not cause exhaustion. Your skin starts to pale and fades to a pale white skin tone. Your canines also protrude a bit more, exposing themselves even when your mouth is closed.

Fire: Resistance to fire damage and hot environments, and proficiency with heavy Armor. Your skin starts to darken to a coal black, your hair tints to reddish/orange, and your eyes start to glow a dull orange fire light.

Frost: Resistance to cold damage and cold environments, unhindered by difficult terrain in snow/tundra based environments. Any facial hair begins to thicken into a coarse material and turns white. Your skin starts to turn a pale/deep set ice blue, as do you eyes turn to an ice color the shines like trapped a dim light is inside them.

Hill: Resistance to poison and advantage against poison conditions. Your carrying capacity also counts as one size larger. Your physical girth increase to accommodate to added bulk. Your teeth harden to allow you to eat more raw food elements, like raw meat, random berries, and most foliage to survive in the wild.

Stone: Your thrown weapon range doubles. Advantage in stealth checks in rocky terrain, and proficiency in athletics. If already proficient, gain expertise in that skill. Your skin starts to darken to a grey color and you feel your muscles gain a bit more density to them. Your hair over the time of a week or all together magically disappears.

Storm: Resistance to lightning and thunder damage, high altitudes don’t invoke exhaustion, and you can’t be deafened. Your hair turns white in color and your skin turns a deep purplish blue.