Warlock
Base Class: Warlock

You have made a pact with an ancient and powerful Storm Giant, whether it be a god of the Giant pantheon or a Giant who has honed incredible magical abilities through centuries of study. Like most sentient creatures, Storm Giants vary in alignment, but most Storm Giants are forces of Chaotic Good.

Expanded Spell List

Your Giant patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Giant Expanded Spells
Spell Level Spells

1st

fog cloud, absorb elements

2nd

augury, gust of wind

3rd

call lightning, water breathing

4th

divination, control water

5th

maelstrom, control winds

Jotunn's Prowess

Starting at 1st level, your patron bestows ancient martial knowledge on you. You gain proficiency in medium armor and martial weapons. In addition, you count as one size larger when determining the weight you can push, lift, drag, or carry.

Jotunn's Alacrity

At 1st level, you inherit the hardiness of the Giants. You gain a swimming speed equal to your walking speed, as well as the ability to breathe underwater, and suffer none of the drawbacks of being in water. You also do not suffer the effects of extreme cold or altitude.

Jotunn Surge

Starting at 6th level, you learn to call upon magic to replicate the throwing prowess of the Giants. Any weapon you wield gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. It reappears in your hand the instant after it hits or misses a target.

In addition, your weapon attacks are infused with the elemental energy of the giants. When making a melee or thrown weapon attack, you can add 1d4 thunder or lightning damage.

The damage of your Jotunn Surge increases to 2d4 at 10th level, and 3d4 at 14th level.

Jotunn's Stature

At 10th level, if you are smaller than large, you become large, and your walking and swimming speeds become 40 feet if they are not already higher. In addition, you add your charisma modifier to any strength or constitution saving throws you make, and have advantage on any strength or constitution checks you make.

Skuldadogum

Starting at 14th level, you learn how to enter a state of prophetic foresight. You can use a bonus action to enter this state, known as the Skuldadogum, for 1 minute. The Skuldadogum is an ancient rite of the most powerful Storm Giants, drawing on the elemental energy generated by mighty two-handed swings in order to fuel powerful divination magic. It requires the user to have both hands on a two handed weapon in order to maintain its power, which will quickly peter out otherwise. While in the Skuldadogum, you gain the following bonuses:

  • You gain a bonus to your AC equal to your charisma modifier.
  • You gain temporary hitpoints equal to your Warlock class level times four.
  • When an attacker within 20 feet of you misses you, you may use your reaction to make a melee or thrown weapon attack against them.
  • You gain a fly speed of 40 feet.

If you take a hand off the weapon you are channeling the Skuldadogum with, other than when you throw it using your Jotunn Surge feature, it ends.

This feature is only usable once per long rest.

Previous Versions

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