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Sumradagnoth

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sumradagnoth8

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About this mod

Adds a 5e RAW faithful version of the Giant Barbarian subclass. Sewinlife brought this subclass to BG3 originally, but is no longer maintaining it. My version is a complete refresh and rewrite, but I credit Sewinlife for their original effort and work.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
  • Korean
  • Italian
  • French
Changelogs
  • This mod officially supports progression to Level 20 with Expansion.  Other similar mods will probably work, but I am not testing them.
  • For the best tabletop Barbarian experience in BG3 I highly suggest you also use a mod that implements Reckless Attack properly.  I recommend mine.
  • BG3's Throwing implementation is just... wrong, and bad.  I have tried to fit the subclass within the game's mechanics as best I could but there are some things that the game does that stray too hard from tabletop rules.  Noted where applicable below.



Path of the Giant
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.

Source: Bigby Presents - Glory of the Giants

Giant’s Power
When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

IMPLEMENTATION:  Spells are Rules as Written (Druidcraft requires the 5e Spells mod).  Language has no applicability in BG3, so instead you will get half your proficiency rounded down to social interactions with Giants.  Not sure there will be many chances to use this, but it's something.

Giant’s Havoc
Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:
  • Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.

IMPLEMENTATION:  Rules as Written.  Rage is replaced by "Giant's Havoc."  Base game Rage gives Rage damage to Throw, but it caps at 2.  It scales properly for the Giant.  The Giant's Rage and Reckless Attack also work properly unarmed.  Size increase stacks with things like the Enlarge spell, but you need to Rage THEN Enlarge (RAW Giant Stature sets your size to Large, and Enlarge increases the size by one category).

Elemental Cleaver
Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.
When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

IMPLEMENTATION:  Use the hotbar toggle to set infusion to your main or off hand.  Infusion upon casting Rage and through casting the Bonus Action damage change will target the hand specified from the toggle in your active weapon set.  The infused weapon cannot leave the Giant, and infusions end when your Rage ends - this was done to simplify gameplay.  The Giant's Havoc (Rage) container still has a Rage option for no infusion (RAW) if for some reason you didn't want to do that.

KNOWN ISSUES:  Throwing the infused weapon between 21-60 feet will be at disadvantage (RAW), but will not show in the combat overhead UI.  However, the combat log will properly record it.

WEIRD STUFF:  Adding the Thrown property to a bow opens up a weird tabletop rules situation (and it's sort of a meme anyways) which BG3 cannot handle in the Throwing system.  So yes, you can still do this with the mod but damage will not be calculated properly and some things are going to get weird with Feat interactions.  If you want to do it go ahead - I made it possible in the mod, but I likely am not going to try to get the mechanics RAW in future updates.

Mighty Impel
Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.


IMPLEMENTATION:
  Rules as Written within the confines of the game’s throwing system (I.e. you won’t be able to toss someone straight up and have them fall).

Demiurgic Colossus
The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.
In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

IMPLEMENTATION:
  Rules as Written.  Same size stacking rules as Giant's Havoc.