The latest Baldur's Gate 3 patch brings colossal power to Barbarians with the Path of the Giants subclass, letting warriors literally grow into their role. When these towering titans enter their rage, they don't just hit harder—they physically expand, gaining unprecedented battlefield control through extended reach and devastating throwing mechanics. Unlike other Barbarian paths, Giants get early access to elemental damage at level six, turning every weapon into a returning elemental projectile. Just remember, having more than one giant in your party might turn combat into a game of oversized Tetris with all that space management!

⚔️ Path of the Giants Overview

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This subclass transforms Barbarians from mere tanks into area-controlling behemoths. Growing during rage isn't just for show—it grants extended melee reach that bottlenecks enemies while unlocking three game-changing abilities:

  • Boot of the Giants (Level 5): Upgraded shove dealing damage

  • Elemental Cleaver (Level 6): Weapons become elemental boomerangs

  • Mighty Impel (Level 10): Throw creatures without strength checks

That last one? Pure gold for yeeting goblins into chasms as a bonus action!

🧬 Optimal Character Creation

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Species: Gold Dwarf's extra HP shines since Giants don't need spellcasting races (you can't cast while raging anyway).

Background: Soldier gives Athletics and Intimidation—perfect since Athletics fuels key subclass features.

Stats:

STR DEX CON INT WIS CHA
17 14 15 8 10 10

This tweak from default boosts AC by prioritizing DEX over WIS.

Skills: Athletics is non-negotiable. Stealth? Surprisingly handy for a raging mountain!

🎯 Advanced Play Tips

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  • Use your growth spurt to block corridors during rage

  • Throw weapons freely after level 6—they always return!

  • Mighty Impel bypasses strength checks for environmental kills

  • Positioning is everything: your size can help or hinder allies

*People Also Ask:

"Can Giants throw allies?"

Only enemies—but you'll love tossing them into spike traps!

"Does growth stack with Enlarge spell?"

Nope, and honestly? You're big enough already.*

🛡️ Ultimate Gear Guide

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Weapons: Start with two-handers, transition to polearms for Polearm Master synergy. Ditch bows after level 6—your greataxe is now a returning thunderbolt!

Armor: Grab Mighty Cloth in Act 2 (+2 STR) but side with Druids in Act 1 to access it.

Accessories:

  • Ring of Flinging (Druid Grove)

  • Gloves of Uninhibited Kushigo (Underdark reward)

Both boost throwing damage—perfect for your yeet-and-repeat playstyle!

📈 Level-Up Progression

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Feat choices make or break your giant:

Level Feat Why It Rocks
4 Polearm Master Maximizes extended reach
8 Tavern Brawler Massive thrown damage + stat boost
12 Ability Improvement Round out STR/CON or grab Sentinel

Ready to dominate Faerûn as an unstoppable colossus? Start your giant-sized adventure today—enemies will be running from your shadow before they even feel your hammer!

*People Also Ask:

"What's the funniest enemy to throw?"

Goblins. Always goblins. The squeak! The arc! Perfection.*