Sorcerer
Base Class: Sorcerer

Your innate magic comes from some trace of giant heritage in your blood. Most often, Sorcerers with this origin can trace their lineage back to a particularly powerful Cloud, Fire, Ice, Stone, or Storm Giant. These bloodlines are rare outside of Goliath and certain Dwarven Clans, though any given individual may start a new bloodline through a blood pact or other such ritual with a qualified Giant.

Giant Ancestor

At 1st level, you choose one Giant Clan as your heritage, gaining abilities determined by that heritage.

Giant Ancestry
Clan Ability

Cloud

Cloud Forming

Fire

Heat Control

Ice

Ice Forging

Storm

Lightning Intuition

Stone

Stone Bulwark

You can speak, read, and write Giant. Additionally, whenever you make a Charisma check when interacting with Giants, your proficiency bonus is doubled if it applies to the check.

Cloud Forming

At 1st level, you know the Cantrip "Gust" and the Spell "Fog Cloud" and can cast either at will as Bonus Actions. These spells don't count against your spells known or prepared.

Heat Control

At 1st level, you know the Cantrips "Control Flames" and "Produce Flames" and can cast each at will as Bonus Actions. These spells don't count against your spells known or prepared.

Ice Forging

At 1st level, you know the Cantrip "Shape Water" and the Spell "Ice Dagger" and can cast each at will as Bonus Actions. These spells don't count against your spells known or prepared.

Lightning Intuition

At 1st level, you know the Cantrips "Guidance" and "Message" and can cast either at will as Bonus Actions. These spells don't count against your spells known or prepared.

Stone Bulwark

At 1st level, you know the Cantrip "Mold Earth" and the Spell "Sanctuary" and can cast each at will as Bonus Actions. These spells don't count against your spells known or prepared.

Giant's Might

As magic flows through your body, it causes physical traits of your Giant Heritage to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your muscular and bone structure becomes more robust; you count as a Huge creature when determining your carrying capacity and the weight you can push, drag, or lift.

Dragon's Bane

Starting at 6th level, you awaken the Giant's rivalry to dragons inherent in your heritage. You gain resistance to the elemental forces housed in dragon's breath: Acid, Cold, Fire, Lightning, and Poison.

Larger Than Life

At 14th level, you gain the ability to match the stature of your Giant ancestor, becoming a towering, Huge, version of yourself.

Spend an Action to become Huge for up to 1 hour. Your equipment enlarges with you, your weapons doing an additional 2d6 damage, and your speed becomes 40ft for the duration if it isn't already higher. You cannot use this ability again until you complete a Long Rest.

Pillar of Rule

Beginning at 18th level, you can channel the authority of the Ordning inherent to your Giant heritage, causing those around you to become bound by the force of your authority. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of command to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or follow a command you state as part of the action until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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