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Giant Barbarian

MULTI-OPTION BUILD

Welcome to another Giant Barbarian build, because why not?! This build follows YouTuber Cephalopocalpyse’s example and is a build that can actually be built in more than one way without having to Respec. His video uses Karlach as the example in the video but we will use an Half-Orc in the Build Planner instead.
The build comes down to: 12 Barbarian Giant.

Abilities can be distributed differently because this build’s primary ability is Strength! This means that you can either build this character by setting a lot of points in Strength the normal way or by relying on elixirs like: Elixir of Hill Giant Strength or Elixir of Cloud Giant Strength.

I will still post both versions to make sure you get it right.
You could also make a third, less optimal, version and equip the Amulet of Greater Health to forgo putting points into Constitution.
You could set the then leftover points into either Charisma, Wisdom and/or Intelligence to have a little more resistance against mental saving throws from enemies.

Following level progression in the Build Planner will show you the Monoclass build of following 12 levels in Barbarian.
Getting to Level 6 of Giant Barbarian for this build is key! Most variations of Multiclassing involve dipping into Fighter because of Action Surge. Dipping to level 5 of Fighter gives you Extra Attack but it won’t stack with the Extra Attack you receive from another class, in our case being: Barbarian.

If you are set on multiclassing Giant Barbarian with Fighter (regardless of the subclass) and care to listen to my unprofessional opinion I would only take 3 levels of Fighter at most.

Optimal Race: Half-Orc, Gnome, Halfling or use Karlach.

Why?: Because Half-Orcs and Halflings have offensive advantages, while Gnomes have some defensive advantages. Karlach can use Soul Coins to deal more damage by kicking whether you rage or not, since Boot of the Giants counts as an ‘Unarmed Strike‘.

Abilities for Regular Build 12 Barbarian:

Abilities for the Elixir build:

Level Progression

  1. Barbarian – Skill Proficiencies: Athletics!! Perception/Intimidation.
  2. Barbarian – Skill of note: Reckless Attack.
  3. Barbarian – Subclass: Giant. Skills of Note: Thaumaturgy and Giant’s Rage.
  4. Barbarian – Feat: Tavern Brawler. Set Ability Point: Strength +1.
    (If you rely on the Elixirs, Set Ability Point: Constitution +1.)
  5. Barbarian – Skill of note: Boot of the Giants.
  6. Barbarian – Skill of note: Elemental Cleaver.
  7. Barbarian – Skill of note: Feral Instinct.
  8. Barbarian – Feat: Ability Improvement +2 in Strength.
    (If you rely on the Elixirs, Ability Point Improvement +2 in : Dexterity).
    Alternative Feats: Alert, Mobile, Lucky.
  9. Barbarian –
  10. Barbarian – Skill of note: Mighty Impel.
  11. Barbarian – No vital notes regarding skills. (Multiclassing is recommended on higher difficulties.)
  12. Barbarian – No vital notes regarding skills. (Multiclassing is recommended on higher difficulties.)

Alternative Gear & Weapons:

The Build Planner shows the most optimal equipment. This time the alternative gear and weapons will indicate a “secondary” loadout which will still be very effective on the medium difficulties and might result in not doubling up on gear with other party members.
Both loadouts are centered around Elemental Cleaver with 1 build relying on Lightning and Cold damage to control the battlefield while the ‘optimal’ one centers more around Thunder.
It’s needless to say there’s options regardless of mono- or multiclassing, using Elixirs or not.

* The Ring of Spiteful Thunder is an alternative when using the Thunder-themed build.

Helmet
Act 1: No specialised armors.
Act 2: Coldbrim Hat.
Act 3: Coldbrim Hat.

Armor
Act 1: Adamantine Scale Mail, Hide Armour +2. Any medium armor is a good start.
Act 2: Adamantine Scale Mail.
Act 3: Adamantine Scale Mail, Flame Enamelled Armour,

Cloak:
Act 2: Fleshmelter Cloak.
Act 3: Thunderskin Cloak, Fleshmelter Cloak.

Gloves
Act 1: Winter’s Clutches.
Act 2: Winter’s Clutches.
Act 3: Winter’s Clutches.

Boots
Act 1: Disintegrating Night Walkers, Hoarfrost Boots.
Act 2: Disintegrating Night Walkers, Evasive Shoes.
Act 3: Bonespike Boots, Disintegrating Night Walkers.

Weapon
Act 1: Defender Flail,
Act 2: Lightning Jabber.
Act 3: Lightning Jabber.

Shield
Act 1: Nope.
Act 2: Sentinel Shield.
Act 3: Sentinel Shield.

Ranged:
Act 1: Bow of Awareness, Hunting Shortbow.
Act 2: Bow of Awareness.
Act 3: Hellrider Longbow.

Amulet:
Act 1: The Blast Pendant.
Act 2: The Blast Pendant, Spineshudder Amulet.
Act 3: Amulet of Greater Health, The Blast Pendant.

Rings:
Act 1: The Sparkswall, Ring of Absolute Force.
Act 2: Snowburst Ring, Ring of Spiteful Thunder*.
Act 3: Snowburst Ring.

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Tycor
Tycor

Tycor is a hypochondriac suffering from the Dunning-Kruger effect. It's up to you to figure out how that works..

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