Larian Studios is keeping up with the promise of magic, monsters, and mayhem in the world of Baldur's Gate 3 with the Path of the Giants Barbarian subclass. Introduced in Patch 8, the path allows players to tap into raw, ancient power embodied by giants in a stout combination of brute-force attacks and battlefield control. Path of the Giants is more than just eye candy - it's a game-changer.
Welcome to the age of GiantsAt its heart, Path of the Giants is Barbarians doing what Barbarians do best: smash things-and additions to eleven. As soon as you become Giant's Rage, your character blows up, gets more throwing distance, and does bonus damage tossing enemies or objects. It isn't a terror but it changes your whole paradigm of combat.
While having grown too huge seems like a gimmick, it has strategic advantages. Increased hitboxes mean it's easier to block chokepoints, throw hostiles off cliffs, and take control of spaces in close quarters. Add the Boot of the Giants at level 5 for damage-dealing Shove upgrade, and you've got a kit made for maximum battlefield disruption.
Forging the perfect Giant Barbarian means starting at character creation. For a front-line enforcer who constantly eats hits, the Gold Dwarf is top tier due to natural durability. Pair with Soldier background to grant Athletics, for all important shoving and jumping, and success is assured.
Suggested stat distribution:
Throw first, ask never
Where the giants shine the most is in their unexpected versatility. By level 6, you unlock the Elemental Cleaver, turning any weapon you rage with into an elemental-infused boomerang; suddenly, you don't need a bow, crossbow, or even backup melee weapons. Just chuck your primary weapon like a god of war, and watch it snap back into your hands.
Want to double the whole thing? Take the Tavern Brawler feat, which allows you to use your Strength modifier twice when throwing weapons or items around. Voila! Take all these chairs and axes as a medieval freight train.
At level 10, Mighty Impel takes it further: fling enemies with your bonus action, without bothering with Strength checks. It's battlefield control, but in flair—shove mages into fire, or hurl tanks into range of your allies.
Gear to go giganticYou do not need heavy armor; your best protection was Dexterity, Constitution, and constant Rage. Your kit:
Whether goblins clear out camps or cultists are thrown into lava, this build makes it easy to be large, loud, and completely unstoppable.
Welcome to the age of GiantsAt its heart, Path of the Giants is Barbarians doing what Barbarians do best: smash things-and additions to eleven. As soon as you become Giant's Rage, your character blows up, gets more throwing distance, and does bonus damage tossing enemies or objects. It isn't a terror but it changes your whole paradigm of combat.
While having grown too huge seems like a gimmick, it has strategic advantages. Increased hitboxes mean it's easier to block chokepoints, throw hostiles off cliffs, and take control of spaces in close quarters. Add the Boot of the Giants at level 5 for damage-dealing Shove upgrade, and you've got a kit made for maximum battlefield disruption.
Forging the perfect Giant Barbarian means starting at character creation. For a front-line enforcer who constantly eats hits, the Gold Dwarf is top tier due to natural durability. Pair with Soldier background to grant Athletics, for all important shoving and jumping, and success is assured.
Suggested stat distribution:
- STR: 17 (your bread and butter)
- DEX: 14 (for AC without armor)
- CON: 15 (tank it up)
- WIS/CHA/INT: Whatever's left -you won't be solving riddles with this build.
Throw first, ask never
Where the giants shine the most is in their unexpected versatility. By level 6, you unlock the Elemental Cleaver, turning any weapon you rage with into an elemental-infused boomerang; suddenly, you don't need a bow, crossbow, or even backup melee weapons. Just chuck your primary weapon like a god of war, and watch it snap back into your hands.
Want to double the whole thing? Take the Tavern Brawler feat, which allows you to use your Strength modifier twice when throwing weapons or items around. Voila! Take all these chairs and axes as a medieval freight train.
At level 10, Mighty Impel takes it further: fling enemies with your bonus action, without bothering with Strength checks. It's battlefield control, but in flair—shove mages into fire, or hurl tanks into range of your allies.
Gear to go giganticYou do not need heavy armor; your best protection was Dexterity, Constitution, and constant Rage. Your kit:
- Mighty Cloth (Act 2): +2 Strength, keeping your unarmored defense.
- Ring of Flinging (Druid Grove): Boost damage from thrown objects.
- Gloves of Uninhibited Kushigo (Underdark): The perfect synergy with your throw-based playstyle.
Whether goblins clear out camps or cultists are thrown into lava, this build makes it easy to be large, loud, and completely unstoppable.
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