Base Class: Paladin
Paladins of the Ordening have proved themselves to a group of giants with an act of exceptional “giantness”, earning them an honorary place in the ordening. It is from this sworn bond to the giant culture, that they draw their powers for, the powers reflecting their place in the hierarchy.
Tenets of the Ordening
The tenets of the oath revolve around living a lifestyle worthy of a giant, and perform acts deemed Maat, a word, that in Giant describes anything good, holy, honorable or just desirable:
- Prove yourself: Do not get complacent, having earned a place within the ordening. If you do not reinforce your rightful place, you do not deserve the honor.
- Live Maat: You are granted an honorary giant type, matching the giants who deemed you Maat in the first place. Strive to live like the kind of giant, who you were sworn in as.
- Respect the Pantheon: You are welcome to worship native gods, as longs as they are worshipped alongside the giant pantheon. Swearing fealty to a demon lord, Archdevil or similar Maug beings is perceived as denouncing the pantheon and eschewing the Ordening.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Ordening Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Ordening Spells
| Paladin Level | Spells |
|---|---|
| 3rd | catapult |
| 5th | enlarge/reduce, hold person |
| 9th | fear, enemies abound |
| 13th | stoneskin, staggering smite, |
| 17th | Bigby's hand, destructive wave |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Surge of Strength: As a bonus action, you make yourself or another creature within 30 ft. count as one size larger with a maximum of Huge, for when determining carrying capacity and the weight that can be can pushed, dragged, or lifted for 1 minute.
- Thunderous Stomp: As an action, you can force each creature within 10 feet of you to make a Strength saving throw against your Paladin Spellcasting DC. On a failure, the creature(s) take 2d10 thunder damage and are knocked prone. If successful, the creature only takes half damage. Large or bigger creature have disadvantage on this roll.
Aura of Kinship
Beginning at 7th level, you and your allies within 10 feet of you gain a bonus. Additionally, you gain the benefits of a Favoured Terrain as per the Natural Explorer, Ranger feature, page 91, PHB, depending on your sworn giant type.
At higher levels. At 18th level, the range of the aura increases to 30 feet.
|
Giant Type: |
Effect: |
Favoured Terrain: |
|
Cloud |
You and all allies in range, can jump double the distance and height as usual. |
Mountains |
|
Fire |
You and your allies within range cannot be lit on fire. You still take Fire Damage as per usual. |
Deserts |
|
Frost |
You and all allies in range, take half Cold Damage. |
Arctic |
|
Hill |
You and all allies in range take half Bludgeoning Damage. |
Grasslands |
|
Stone |
You and all allies in range, cannot be knocked prone whilst conscious. |
Underdark |
|
Storm |
You and all allies within range cannot be suprised. |
Coasts |
Favoured Terrain
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Cloud
You and all allies in range, can jump double the distance and height as usual.
Your Favourite Terrain is Mountains (page 91, PHB)
Fire
You and your allies within range cannot be lit on fire. You still take Fire Damage as per usual.
Your Favourite Terrain is Deserts (page 91, PHB)
Frost
You and all allies in range are resistant to Cold Damage.
Your Favourite Terrain is Mountains (page 91, PHB)
Hill
You and all allies in range are resistant to Bludgeoning Damage.
Your Favourite Terrain is Grasslands (page 91, PHB)
Stone
You and all allies in range, cannot be knocked prone whilst conscious.
Your Favourite Terrain is Underdark (page 91, PHB)
Storm
You and all allies within range cannot be suprised.
Your Favourite Terrain is Coast (page 91, PHB)
Sworn In
From 3rd level, you learn to speak, write & read Giant.
Furthermore, you must choose or roll for what kind of giant, that swore you in. You gain benefits depending on this type as you progress in the paladin class. This type cannot be changed at a later time.
|
d6: |
Giant Type: |
|
1 |
Cloud |
|
2 |
Fire |
|
3 |
Frost |
|
4 |
Hill |
|
5 |
Stone |
|
6 |
Storm |
Cloud
You are sworn in as an honorary Cloud giant
Fire
You are sworn in as an honorary Fire giant
Frost
You are sworn in as an honorary Frost giant
Hill
You are sworn in as an honorary Hill giant
Stone
You are sworn in as an honorary Stone giant
Storm
You are sworn in as an honorary Storm giant
Might of the Giants
Beginning at 15th level, your strength increases by 2, to a maximum of 22. Furthermore, you gain a bonus depending on your sworn giant type.
|
Giant Type: |
Effect: |
|
Cloud |
Once pr. long rest, you may cast either Feather fall or Misty Step, without expending any spell slots. You also gain +5 movement. |
|
Fire |
You gain expertise with Smith’s Tools. You are immune from sweltering heat, but nonetheless still take Fire Damage as you usually would. |
|
Frost |
You're acclimated to high altitude and cold climates. Additionally. Furthermore your skin gleams with frozen fractals, increasing your AC by +1. |
|
Hill |
You add 1d4 Force damage to all attacks you make with Bludgeoning Weapons. Furthermore, you’re able to consume twice the amount of food, that you normally would. Your required intake stays the same. |
|
Stone |
You gain expertise with Mason’s tools. Additionally, you deal 1d6 extra damage with attacks against Constructs. |
|
Storm |
You gain expertise with Navigator’s Tools, and your Swim speed is equal to your normal speed. |
Cloud Stride
Once pr. long rest, you may cast either Feather fall or Misty Step, without expending any spell slots. You also gain +5 movement.
Fire & Forge
You gain expertise with Smith’s Tools. You are immune from sweltering heat, but nonetheless still take Fire Damage as you usually would.
Frostbitten
You're acclimated to high altitude and cold climates. Additionally. Furthermore your skin gleams with frozen fractals, increasing your AC by +1.
Hilltop Tyrant
You add 1d4 Force damage to all attacks you make with Bludgeoning Weapons. Furthermore, you’re able to consume twice the amount of food, that you normally would. Your required intake stays the same.
Stonesunder
You gain expertise with Mason’s tools. Additionally, you deal 1d6 extra damage with attacks against Constructs
Stormdancer
You gain expertise with Navigator’s Tools, and your Swim speed is equal to your normal speed.
True Giant
Beginning at 20th level, your place in the ordening has made your body like that of your sworn giant type, granting you the following benefits:
- Your hit point maximum increases by 40.
- Your appearance begins to look more like your sworn giant type. Your size and build increases slightly, your skin color might take on a different hue and your voice might take on a booming resonance, depending on your affiliated giant.
|
Giant Type: |
Effect: |
|
Cloud |
You gain Keen Smell, granting you Advantage on Wisdom (Perception) checks involving smell, and can cast Detect Magic & Fog Cloud at will, without consuming spell slots. |
|
Fire |
Your melee attacks and melee spell attacks light targets ablaze on a hit. The target takes 1d8 Fire Damage at the start of their turn, each turn they are ablaze. The target can spend an action putting out the fire. |
|
Frost |
Your melee and melee spell attacks applies a freeze effect to enemies you hit. The target must make a Dexterity Saving Throw against your Spellcasting DC. If failed the target’s movement is halved until the end of its next turn. The target also has disadvantage on Dexterity Saving Throws while affected by the freeze effect. |
|
Hill |
When you hit a target with a melee or Melee Spell Attack, you can force the target to make a Strength Saving Throw against you spellcasting DC. On a failure, the target is knocked back 10 feet. On a success, nothing happens. |
|
Stone |
An enemy that starts its turn within 30 feet of you must make a Charisma saving throw against your Spellcasting DC. If failed, the creature is charmed by you. A creature charmed in this way can repeat the saving throw at the end of each of its turns., The creature is immune to this kind of Charm for 24 hours after making the save. |
|
Storm |
You gain Truesight with a range of 30 feet, and a Fly Speed (hover) equal to your movement speed. |
Cloudborne Trickster
You gain Keen Smell, granting you Advantage on Wisdom (Perception) checks involving smell, and can cast Detect Magic & Fog Cloud at will, without consuming spell slots.
Firewrought Armaments
Your melee attacks and melee spell attacks light targets ablaze on a hit. The target takes 1d8 Fire Damage at the start of their turn, each turn they are ablaze. The target can spend an action putting out the fire.
Frozen to the Bone
Your melee and melee spell attacks applies a freeze effect to enemies you hit. The target must make a DEX Saving Throw (DC {{savedc:cha}}). If failed the target’s movement is halved until the end of its next turn. The target also has disadvantage on Dexterity Saving Throws while affected by the freeze effect.
Hill-flattening Blows
When you hit a target with a melee or Melee Spell Attack, you can force the target to make a STR Saving Throw (DC {{savedc:cha}}). On a failure, the target is knocked back 10 feet. On a success, nothing happens.
Stone Ocean
An enemy that starts its turn within 30 feet of you must make a CHA saving throw (DC {{savedc:cha}}) or fall under disorienting charms. If failed, the creature has disadvantage on attack rolls. A creature charmed in this way can repeat the saving throw at the end of each of its turns., The creature is immune to this kind of Charm for 24 hours after making the save. Creatures, that can't be Charmed is immune to this effect.
Stormheralded Enlightenment
You gain Truesight with a range of 30 feet, and a Fly Speed (hover) equal to your movement speed.
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