
Giant Barbarian Build - Can it get bigger? - Baldur's Gate 3 (BG3)
Contents
Giant Barbarian build
Any of the thrower builds will be a solid option for the early game. As always,
Tavern Brawler makes the core of its kit and ensures that you have a very high hit chance. However, why would you pick Barbarian compared to Berserker Thrower or Eldritch Knight? Here is your answer, and it's big:

First, this is one of the new subclasses, which makes it a fresh choice already. However, it comes with a few nice features, which might not make it a powerhouse, but it is still a solid and viable option. One of them is special rage -
Giant's Rage, which increases your size and gives a solid damage boost to throwing attacks.
You also get an early option for bonus action attack via
Boot of the Giants, which can help in those early game fights, by throwing off enemies, but also is really fun to use.
The main highlight, in my opinion, is
Elemental Cleaver, which can make some of the more forgotten weapons give a chance to be used as thrown ones. Sadly, these don't remove the already powerful weapon options. Still, you do get various elemental damage choices. Enemy is
Wet? Use lightning or the cold option. Enemy weak to fire? Choose a fire variation.
I also dip into Fighter for that sweet
Action Surge, as there are no important features after level 10.
This does not mean that you take the crown from the Berserker Thrower, but if you want something new and wish to see your character being huge (use together with
Elixir of The Colossus), you've got a new spin on the old formula.
So let's jump into the build!
Class Contribution
Here are what contributions and benefits you get from the class picks:
10 Giant Barbarian
Rage +
Giant's Rage for physical damage resistance and extra damage via throwing.
Unarmoured Defence: extra armour class based on your constitution modifier
Danger Sense minor passive feature for dexterity saving throws.- You gain the
Thaumaturgy cantrip, which makes it easy to gain advantage on some dialogue checks, perfect for the main character.
Extra Attack for 2 attacks per main action point
Boot of the Giants gives an early game bonus action use, to throw off enemies.- Elemental damage boost and an option to return any thrown weapon via
Elemental Cleaver
Feral Instinct for a significant initiative boost and avoids being
Surprised. Acts like an alternative to
Alert feat.
Mighty Impel allows you to throw not only medium-sized objects, but also your weapon via bonus action use.
2 Fighter
Second Wind for a slight HP restoration, although most of the time it is more economical to use healing potions.- Fighting style, to give a slight stat boost.
Action Surge for an additional full action point, for a larger number of attacks.
Synergy with other builds
Compared to other throwers, Giant Barbarian has excellent synergy with various setups that can use different elements, thanks to
Elemental Cleaver.
Wet based parties
This option does include both lightning and cold damage. It benefits from
Wet condition. The great thing is that you do have both weapon options like
Lightning Jabber and
Elemental Cleaver to boost that damage.
Piercing setups
This is quite simple, any kind of build that engages in close combat and uses
Bhaalist Armour can double piercing damage. As a thrower your strongest throwing weapons deal piercing damage, so you do get a significant damage boost:
- Melee martials with piercing weapons - Bardadin, Battle Master, Sorcadin, Bladelock, or any other melee option.
Controllers
Almost any party can benefit from good controllers that use
Hold Person,
Glyph of Warding: Sleep, or
Hold Monster. They guarantee a 100% critical chance and allow you to maximize the whole group's damage.
- Fire Sorcerer - one of the most reliable builds for this type of setup, with
Hat of Fire Acuity +
Scorching Ray to build
Arcane Acuity. After that, use the control spell with a 100% success chance. - Spellsword build - Sorcadin, Bardadin, Swords Bard Archer is the standard option for gish controllers, as they get access to
Band of the Mystic Scoundrel +
Helmet of Arcane Acuity for a very high spell success chance, and the already mentioned spell options. - Lorecerer - similar to Fire Sorcerer, can use the same combo and can easily apply total control. Sadly, it is just limited to
Hold Person and
Glyph of Warding. - Other caster-related builds - Lore Bard or even Arcane Trickster with access to unlimited scrolls. They get nice features that help them improve their spell success chance.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
| Level | Class | Selection |
|---|---|---|
| 1 | Barbarian 1 | Abilities: STR - 17(15+2), DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 8 |
| Skills: Intimidation, any | ||
| 2 | Barbarian 2 | - |
| 3 | Barbarian 3 | Subclass: Giant |
| 4 | Barbarian 4 | Feat: |
| 5 | Barbarian 5 | - |
| 6 | Barbarian 6 | - |
| 7 | Barbarian 7 | - |
| 8 | Barbarian 8 | Feat: Ability Improvement - +2 Strength |
| 9 | Barbarian 9 | - |
| 10 | Barbarian 10 | - |
| 11 | Fighter 1 | Fighting Style: |
| 12 | Fighter 2 | - |
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
| Setup | Description |
|---|---|
|
Allows for 3 feats, but I think this option is inferior |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Giant Barbarian build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
| Race | Features | Description |
|---|---|---|
Duergar Dwarf |
|
Very solid choice, especially as they can |
Lightfoot Halfling |
|
One of the best races overall, rerolls dice rolls with 1, increases, and improves overall game success from combat to dialogues. |
Half-Orc |
|
A perfect Fighter race gains additional rolls for critical hits, but most importantly, can stand up instead of being |
Githyanki |
|
A very versatile race that unlocks some good actions for combat and exploration. |
Wood Half-Elf |
|
Gives a movement speed increase, which improves your overall positioning capabilities during combat. This isn't as important for ranged builds, but still relevant. |
Wood Elf |
|
Class
| Overview | |
|---|---|
Barbarian |
|
| Features | |
| Unique action to Barbarians that boosts damage and gives physical resistance. Make sure to attack each turn to sustain the bonuses. | |
| Gives some utility to the Constitution when going with Barbarian. Sadly, the build relies on various armors so this will not be utilized to the full extent. | |
Background
Backgrounds serve a few purposes:
- They give a role-playing option of your previous history, if you are into that.
- It gives skill proficiencies, meaning that you get an additional bonus when you roll that skill check in which you are proficient. This depends on your proficiency bonus, which increases as you level up.
Here are my recommendations based on this build
| Background | Skills | Description |
|---|---|---|
| Outlander | Athletics Survival |
Gives a boost to Athletics greatly reducing the chances of |
| Soldier | Athletics Intimidation |
Gives a better chance to resist being |
| Urchin | Sleight of Hand Stealth |
Improves stealth-related skills, allowing for better pickpocketing and trap disarmament. |
| Charlatan | Deception Sleight of Hand |
Mainly good for improved Sleight of Hand to unlock chests and pickpocketing. |
Abilities
Now, let's take a look at the abilities of the Giant Barb build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Here are some key points to know about ability points:
- They give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
- You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
- Weapons can benefit from either Dexterity or Strength, depending on their type
- You also have a spellcasting modifier, which can be Wisdom, Charisma, or Intelligence, depending on your class.
| Abilities | Description |
|---|---|
| Recommended Setup: Strength - 17 (15+2) Dexterity - 16 (15+1) Constitution - 14 Intelligence - 8 Wisdom - 10 Charisma - 8 |
This is my go-to setup for thrower. It is perfect for using natural strength setup throughout the whole game. Of course, you can use |
Skills and Expertise
Overall, the skills should be impacted by your role-playing and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier or are useful in general:
- Intimidation - helps with dialogue checks
- Survival - can help find diggable mounds
Leveling Progression - Levels 2-12
Here is the detailed progression for the Giant Barbarian build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class, you can start picking your options.
Level 2
By this time, you should have landed on the
Ravaged beach already and started exploring the initial area. You might need 1 additional encounter if you did not obtain enough XP in the Nautiloid.
| Features | Description |
|---|---|
| Gives an advantage on Dexterity saving throws, helping with various surface effects and spells. | |
| Pretty good melee attack option, giving an easy advantage and increasing your chances of hitting |
Level 3
Subclass
| Overview | |
|---|---|
| Features | |
| A decent utility feature to help carry more. | |
| Improved |
|
| Excellent action, which gives an easy advantage on some dialogue checks. | |
Level 4
Feat
| Feat | Description |
|---|---|
| Take +1 Strength, to round it to 18. This feat is a huge boost, giving a decent damage boost and a significant attack chance success. |
Level 5
| Feature | Description |
|---|---|
| Allows for additional attack time, giving a significant damage per turn boost. | |
| Gives 3m movement boost. | |
| Allows kicking a target away, which uses only a bonus action. This can give instant kills on enemies near the ledges or other places. |
Level 6
| Feature | Description |
|---|---|
| One of the main highlights of the Giant subclass. Gives access to various elemental damage riders - cold, fire, lightning, etc. Moreover, forces the weapon to return after being thrown and adds the "Thrown" property, which activates other effects. This allows you to use any weapon for throwing, expanding your options. The action is free to use so that you can switch elements at any time. |
Level 7
| Feature | Description |
|---|---|
| Excellent passive that gives a significant initiative boost and helps avoid the |
Level 8
Feat
| Feat | Description |
|---|---|
| Ability Improvement - +2 Strength | Improves the strength modifier, allowing it to reach 20. |
| In case you are going with strength elixirs all the way, you can dual-wield some decent stat sticks like |
Level 9
| Feature | Description |
|---|---|
| Sadly, it doesn't work with thrown attacks. |
Level 10
This is the last level in the Giant Barbarian. We get another important feature, which will allow a full throwing attack using the bonus action, giving a much-needed damage boost for Act 3.
| Feature | Description |
|---|---|
| Although this mentions throwing objects, it still means you can choose to throw your weapon giving a full attack option if needed. |
Level 11 - Fighter Lv 1
Now the build takes its first multiclass into fighter. This will give some nice features, as the third feat from Barbarian, would not give that much. Still, we will need 2 levels into a fighter for the full potential. To multiclass click the button when leveling up and choose the appropriate class:

Class
| Overview | |
|---|---|
Fighter |
|
| Features | |
| You can use this to heal yourself in tight encounters, to get a little bit more of survivability. | |
Fighting Style
| Style | Description |
|---|---|
| Effective stat boost compared to other fighting style options, as a result, improving armour class. |
Level 12 - Fighter Lv 2
The final level of the build which gives a significant damage boost with special fighter action.
| Feature | Description |
|---|---|
| The iconic action of a fighter is extremely popular for its simplicity and effectiveness. You get additional action with full bonuses from |
That's it, the build is done!
Maximizing Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Strength
- 17 Strength - the base from character creation.
Tavern Brawler - +1 Strength- Feat - Ability Improvement - +2 Strength.
- Act 2 - Potion of Everlasting Vigour - +2 Strength.
- Act 3 - Mirror of Loss - pick +2 Strength.
This results in 24 Strength, with a +7 modifier, which can only be higher with the
Elixir of Cloud Giant Strength.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These have short-term effects for a few turns.
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point, which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| It can be used in two ways - the first one is to enter combat with a |
|
| An easy way to get the |
|
| Gives |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last for the whole day, before making a long rest. This makes exlixirs very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| As you will be able to easily kill at least the weakest foe, this ensures additional attacks per turn. This is the strongest elixir option in most cases. | |
| Sets the strength value to 21 until the Long Rest. This is a perfect option for the early game, while you are limited to 18 Strength. Here is a farming guide for Elixir of Hill Giant Strength. | |
| Sets the strength to 27. Excellent option to be used in case, |
|
| Provides bonus damage of 1d4 and some other good bonuses. The main attractive point is that it increases your size. So |
|
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good when you need an instant damage boost. | |
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | It can help give a slight damage boost. The main issue is that this cannot be activated outside of combat, so you will have to use an action point. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | Decreases enemy ability score, free use, so worth getting. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | Allows for easily pulling enemies together for effective use of the area of attacks. | |
| Elite | It can be used to save yourself from a deadly spell. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Giant Barb Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- Gear for each slot is listed Best -> Worst. Generally, this means that you would start with lower gear recommendations (as they are available earlier) and upgrade to higher ones. However, in some cases, the best items can be obtained early, like
Titanstring Bow, and some others. - I mention Stat Sticks in caster and ranged builds. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - BiS - means best in slot item
- If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Act 1
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
The only weapon you will need in Acts 1-2. Although it may be boring, it will cause significant damage and make encounters easier. Try to get it at levels 3-4. | |
| Definitely get this weapon as it can be useful later in Act 2, when fighting the |
||
| In case you lose |
||
Ranged |
The higher initiative bonus will allow you to start your turn earlier. | |
| Gives easy Advantage against monstrosities for all weapon attacks. | ||
| Equipping two of these will allow you to attack with off-hand. This is important as you may not have use for Bonus Action. However, for dedicated ranged weapons check the options above. | ||
Shield |
- | The build does not need a shield in Act 1. |
Head |
Provides increased speed at the start of the combat. However, this is better used on other frontliner as you are not so reliant on movement speed. | |
Cloak |
The only option in Act 1 that is okay, is by providing once-per-turn invisibility. | |
Armor |
Powerful armour from Grymforge, which is best worn with at least 14 Dexterity, to get Bonus Armour Class, making it equal to Heavy Armour. | |
| This can be equipped when starting the game by taking it from Lae'zel. It's a very solid option with a high Armour Class. | ||
| It can be used as an armor option once you have |
||
Gloves |
Excellent glove options are one of the best options throughout the game. Thanks to |
|
| Very powerful gloves that ensure you deal bonus damage. They will lead you through most of the playthrough. | ||
Boots |
Avoids slipping on various terrains and, most importantly, unlocks |
|
| No impact when moving on difficult terrain, which allows you to position yourself for perfect shots. | ||
Amulet |
The amulet can help avoid death. | |
| Gives an easy way to apply vulnerabilities via bonus action. | ||
| Does not require you to use Spell Slot to cast Misty Step, to either get away or reserve a better throwing position. | ||
Rings |
The best ring for Act 1, and it will be used up until Act 3. | |
| Provides 2 damage increase on each weapon hit, making it a good choice in Act 1. It is very expensive, so be sure to pickpocket some traders. | ||
| Gives defensive bonuses to Armour Class and Saving Throws. |
Act 2 - mid-game
Here, the build can start taking a more advanced shape, mainly as you will have
Elemental Cleaver at your disposal from level 6.
I would like to emphasize a few item setups to give some variations to the build:
Revorb debuffer
I would recommend these items if you don't have a cleric or other
Spirit Guardians user. Just make sure that targets are illuminated (
Light,
Dancing Lights, etc.) to activate the
Callous Glow Ring. This way, you can do some debuffing with
Radiating Orb and
Reverberation.
For
Elemental Cleaver, you can take either lightning or thunder. If you are using
Returning Pike, otherwise, with
Lightning Jabber, any of them work, even cold.
Here are the item recommendations:
| Slot | Item | Description |
|---|---|---|
Head |
Can help apply |
|
Cloak |
An optional item, that can help to apply even more debuffs against enemies who attack you. | |
Armor |
This is one of the best cleric armors, so this setup relies on either you not having a cleric or making some kind of other variation. Otherwise, this armor option is too expensive to pass up, as it will not be as effective on Giant Barb. | |
Gloves |
These gloves will give stacks of |
|
| Applies the |
||
Boots |
The boots will be activated from one of the above items, to give further 2 stacks of |
|
Rings |
This item gives an easy source of radiant damage, allowing to apply |
Ice Giant setup
This is another powerful setup that is more aimed at applying control via the creation of ice fields or forcing the
Encrusted with Frost condition. This is a truly great way to apply
Frozen in case you reach 7 stacks. Once it is encased in ice, you can use one of the blunt weapons to inflict double damage -
Doom Hammer,
Dwarven Thrower, etc.
To make this all work, use
Elemental Cleaver ice version, which gives the cold damage rider to activate all of these nice items.
| Slot | Item | Description |
|---|---|---|
Head |
The hat will give stacks of |
|
Gloves |
You will have a source of cold damage via |
|
Rings |
Creates an ice field when you deal cold damage, making enemies slip and forcing them to skip their turn. |
Other equipment
Here is the standard gear recommendation to continue using. This will emphasize the Lightning damage, as it will give the highest direct damage boost. The good thing is that the weapons in Act 2 allow you to wear a shield, greatly improving your survivability.
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
The best weapon for throwing in Act 2, thanks to the |
|
| One of the best weapons in the game. You will get it late in Act 2, but it can be a solid choice until you get the |
||
| The "good" decision reward for the major Act 2 event. It is inferior to |
||
Melee (Two-Handed) |
It can be used until you obtain |
|
Ranged |
Although not mandatory, this bow is useful as it can apply |
|
Shield |
One of the best shields in the game with immunity to critical hits. | |
| - | Besides that, any uncommon or rare shield will work. | |
Head |
It increases the critical chance by 5%, and it only requires you to be obscured. Moreover, gives some resistance against spells by providing bonus Saving Throws. | |
| Gives +1 to attack rolls. This is a minor improvement, especially as you have substantial bonuses from |
||
| Provides a bonus critical chance while obscured. The first helmet in the game that will offer this bonus. | ||
Cloak |
Improves survivability and Saving Throw success. | |
Armor |
A solid option, especially until you reach level 8 for the ability improvement feat. Gives a direct damage boost. | |
| With it, you are not limited to a +2 Armour Class bonus from Dexterity. So while using it, be sure to have 16 Dexterity to utilize its full potential. I think the bonus initiative is better than the |
||
| Still plays a good role in Act 2, as its 16 Armour Class is plenty, especially if you have at least 14 Dexterity. | ||
Gloves |
Continues to be the best glove option | |
| Similar to the |
||
Boots |
Bonus armor class for higher survivability. | |
| Continues to be one of the best boot options. | ||
Amulet |
The only amulet that can indirectly help to maximize damage, as you make a humanoid enemy |
|
| An alternative to the amulet above gives bonus survivability and allows casting |
||
Rings |
This ring still rocks and should always be equipped. | |
| One of the best rings in terms of damage. | ||
| 2 Acid damage on any kind of attack. With multiple attacks, the bonus is substantial. | ||
| Easily get bonus damage if creatures are illuminated, this can be done by casting |
Act 3 - Final Build setup
The Ice Giant and Revorb debuffer setups still work, and you can continue using those items up to the final stages of the game. Still, Act 3 provides some good items for specific slots, so let's take a look at them
You have an option to wear a shield; however, some items will not work with it, like
Bonespike Boots. Still, this should not limit you in case you decide to go for other item options.
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
One of the best throwing weapons in the game. Comes with neat weapon actions and Thunder Rider. The main issue is that it deals area of effect thunder damage, which can damage both yourself and your allies, or unwanted NPCs. | |
| Excellent throwing weapon, that maximizes its potential when worn by a Dwarf. Especially useful for the Ice Giant setup on |
||
| - | The weapons from previous acts are still powerful, especially if you don't want to deal with |
|
Ranged |
Gives -1 requirement for critical hit, giving a slight boost to average damage. | |
| Gives a significant initiative boost, but as Barbarian, you already have plenty of it, so I would prioritize this on another party member. | ||
Shield |
Powerful shield with various effects and +3 Armour class. | |
| One of the best shields in the game with immunity to critical hits. | ||
| - | Besides that, any uncommon or rare shield will work. | |
Head |
Simple and solid helm option with a direct damage boost. | |
| Allows for obtaining additional bonus action for more attacks. This requires being at 50% HP or lower, so feel free to use something like |
||
| Excellent helmet, gives immunity to |
||
| Gives critical hit immunity, bonuses to armour class and saving throws. | ||
Cloak |
The strongest cloak in the game, with a significant boost to defensive capabilities. | |
Armor |
Pretty neat armor that gives temporary HP when you use |
|
| Very powerful armor option, which works well with piercing weapons - |
||
| Gives a solid armour class boost. | ||
Gloves |
Continues to be one of the best glove options. | |
| If you want to add different types of damage, the gloves are a perfect pick. | ||
Boots |
One of the best boots in the game, giving immunity to |
|
| Gives additional armour class if not using a shield. Moreover, it has a special action - |
||
Amulet |
Excellent amulet for boosting health pool and increasing constitution stat. You can respec and set CON to 8 and increase any other ability. | |
| Great defensive amulet that gives advantage on metal saving throws. | ||
Rings |
Excellent ring for a slight damage boost. | |
| Gives a direct damage boost as long as you are at least |
||
| Gives +2 damage boost |
Build Mechanics
In this section, I would like to dive deep into how to play the Giant Barbarian Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Crushing Damage and Height
The important aspect of any Thrower build is the type of damage these weapons can deal. I would like to draw your attention to the crushing damage that is possible when something drops from very high heights.

Why is this special? It pushes the enemy forward and can sometimes make them fall down the ledges. For this reason, always look for upper ground in combat to activate this bonus.
Killing an enemy with this damage type doesn't give any experience. This is a silly bug, but one that you should keep in mind.
Do not use Throw attacks from Stealth
I am unsure if this is a bug or intended, but sometimes, when you throw a weapon from stealth and combat initiates, it does not return. This is extremely irritating and sometimes can leave you without a weapon.
For this reason, I would avoid attacking from Stealth with a Thrower build. Leave this option for someone else.
Remember to use Elemental Cleaver
Giant Barbarian highlight is the
Elemental Cleaver action, which forces the weapon to return to hand when thrown. Another important aspect is that it attaches a chosen elemental damage rider. This means that now, you can inflict more damage, or activate various effects like
Encrusted with Frost,
Radiating Orb, etc.
Still, remember that you first need to enter
Giant's Rage, as many times I would be without Rage Charges, and could not activate it. I also recommend carrying returnable weapons like
Returning Pike in case you are in this kind of situation.
Keep old throwing weapons
As I mentioned, I would recommend keeping the old weapons that you get in Act 1 and Act 2. Sometimes you might lose your weapon due to bugs. So having a fallback option is excellent. Even in Act 3, the starter weapons will be extremely powerful on a thrower build.
Be ready for bugs...
As you can already guess, there will be bugs... a lot of bugs when playing Thrower. So keep that in mind, that anything can happen - you miss XP, the weapon disappears, the weapon hits the ceiling, and so on.
For me personally, being mindful of how I play allowed me to avoid any of the big bugs, and I thoroughly enjoyed using Giant Barb.
Use Giant's special actions to throw enemies off
Giant Barbarian also comes with 2 additional actions, that utilize bonus action -
Boot of the Giants and
Mighty Impel. Let's go through them shortly:
Boot of the Giants - a solid early game bonus action use. It can help you throw off enemy from various ledges, change their position, and more. In some cases, this can result in an instant kill.
Mighty Impel - heavily needed bonus action attack that allows you to both throw medium-sized objects (can be people) or your weapons. This allows you to catch up to other thrower builds in terms of the number of attacks.
So that's it, these two actions can give solid options for bonus action use, besides chugging potions.
Early Game Combat
This part would cover how the build plays up until level 6, you could say, before obtaining
Elemental Cleaver:
- For the first few levels, just use your main attack, if you can utilize
Reckless Attack where needed.
Rage is a great option to improve your damage and also gain physical damage reduction.- Once you gain
Giant's Rage, it can be used to improve throwing attacks.
Tavern Brawler is your big upgrade, and this is when using throwin attacks becomes mandatory, as the hit change is very high and its easy to obliterate your targets.- Use
Boot of the Giants to kick enemies off the ledges, or even use it to inflict damage once you have a bonus action not utilized.
Late Game Combat
This covers the combat options for the late game:
- Remember to activate
Giant's Rage +
Elemental Cleaver on big encounters, especially if you are using weapons like
Lightning Jabber, which don't return by themselves. This ensures that your throwing attacks work as expected. - You can always change your elemental rider using
Elemental Cleaver for free. If enemies get
Wet, change to lightning or cold, if they are weak to fire, use fire, and so on. - Use
Mighty Impel to throw either weapon or enemy targets. - Once you have
Action Surge, use it to gain more attacks on the nova rounds to obliterate your targets.
Conclusion
Thank you for reading the Giant Barbarian build for Baldur's Gate 3. It's a solid thrower alternative, with unique actions and various elemental interactions. It opens up some solid weapon choices to spice things up for the setup.
Cheers!
Credits
I want to give a special thanks Morgana Evelyn and her famous Giant Barbarian, it was a big inspiration and recommendation from various people to check out.
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Duergar Dwarf
Lightfoot Halfling
Half-Orc
Githyanki
Wood Half-Elf
Wood Elf
Barbarian
Fighter
Melee (One-Handed)
Ranged
Shield
Head
Cloak
Armor
Gloves
Boots
Amulet
Rings
Discussion