Path of the Titan Slayer

In lands overrun by giants, dragons, dinosaurs, and other hulking beasts, entire fellowships of barbarians hone tactics and traditions with one purpose: to bring low these massive foes.

Barbarians that walk this path often carry trophies of their previous hunts, creating powerful weapons from the remains of monsters.

Bonus Proficiencies

When you take the Path of the Titan Slayer at 3rd level, you gain proficiency with leatherworker’s tools.

Killer Weapon

At 3rd level, you learn to create a weapon from the remains of the giant monsters you’ve defeated in combat.

As part of a short or long rest you can use your leatherworker’s tools on a dead creature with a size of Large or bigger to create your own killer weapon.

Your killer weapon is a martial weapon with the Heavy and Two-Handed properties, has a damage die of 2d6 of your choice of bludgeoning, piercing, or slashing damage, and an additional benefit based on its construction. You choose the benefit from the Killer Weapons table below, and can use the suggested remains or build the weapon from other remains of your choice.

Your killer weapon’s benefits remain until the weapon is destroyed or until you use this ability to create a new killer weapon. Other creatures trying to use this weapon gain none of the previous benefits, and can only use it as an improvised weapon.

Killer Weapons
Remains Benefit
Jawbone Club When you kill a creature while in your rage, you add your proficiency bonus to the next damage roll you make if still raging.
Foretooth Spear The second time you deal damage to the same creature with this weapon while in your rage, you double your extra rage damage.
Bone Plate Targe After you hit a creature with this weapon, it has disadvantage on the next attack roll it makes against you before the start of your next turn.
Vertebrae Flail As a bonus action, you can give this weapon the reach property until the end of your turn.
Limb Bones Hammer Once per long or short rest, your weapon does an extra die of damage when you hit. You must decide to use this before the attack roll is made.

Giant Climber

At 6th level, you are able to use your comparably limited statue and greater nimbleness to take on larger foes by climbing. You gain a climbing speed your walking speed while attempting to climb on creatures, and have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks to keep hold of or maintain balance while climbing on a creature.

Killer Weapon Improvement

Beginning at 6th level, you learn how you overcome the natural defenses of massive creatures. As part of a short or long rest, you can use your leatherworker’s tools to harvest fluids from a dead creature with a size of Large or bigger and create special oils that channel the supernatural fury of your rage. With these oils applied, attacks with your killer weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage as long as you are raging.

Bulk Evasion

Starting at 10th level, your superior reflexes allow you to take advantage of your smaller size when facing towering enemies. While raging, when a creature larger than you that you can see hits you with an attack roll, you can use your reaction to gain a bonus to your AC against that attack, potentially causing it to miss you. The bonus equals your rage damage bonus.

You can use this feature a number of times equal to your Dexterity modifier (minimum of 1), and regain all expended uses on a long rest.

Jotungrip

Starting at 14th level you can swing your weapon as though you were a titan yourself. While raging, you can ignore the two-handed property of your killer weapon.

Hard Fall

At 14th level, your ability to exploit a monster’s weak spot is unparalleled. Once when you land a critical hit against a Large or larger creature, you can force it prone. You regain use of this feature after completing a short or long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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