Base Class: Fighter
Since you chose to fight giants you have learned certain rituals to make yourself more giant like and become that you wish to kill.
Each of the main giant races—the cloud, fire, frost, hill, stone, and storm giants—are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
By harnessing power from these giants you become more adapt to defeat them.
Giant's Soul
At the 3rd level you gain the ability and skills of giants.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Unless you already have this ability from another race. If you already have this ability from a race you my add +1 Strength or +1 Constitution to your stats.
Languages
You can speak, read, and write Giant. If you already speak Giant you may learn the language Primordial.
Stance of a Mountain
You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you have advantage from being knocked prone unless you become unconscious.
Quake
At the 3rd level when stomp on the ground with your foot you can cast the spell earth tremor. Your spell save is 8 + your proficiency + your strength modifier.
Heart and Body of a Giant
At 7th level
You are able to change the type of giant you follow by conducting an 8 hour ritual suffering no points of exhaustion, or a 4 hour ritual suffering 1 point of exhaustion, or conduct a 2 hour ritual and suffering 2 points of exhaustion as well as staying with the chosen type of giant for at least 4 days before preforming the ritual again. Also if you chose to further decrease the ritual by half you increase exhaustion by 1 as the pattern goes. Normal conditions are meet when experiencing exhaustion. These conditions apply because you are trying to change your type of giant that you currently followed to a different type causing you to loss the knowledge of one type of giant to gain information of another so by speeding this ritual you create greater strain on your body.
You gain advantage with the Persuasion skill with giants of the same type that you have chosen.
Note: to change your type of giant go back and edit it in the class
Cloud Giant
You acquire the knowledge of the Cloud Giant and are able to use their power. You gain the skill Keen Smell by use the air and wind to your benefit. You also become more beguiling allowing you to use the Giant's Charm. At the 10th level you gain the ability to cast a few spells with Spellcasting.
Spellcasting. Your spellcasting ability is Wisdom and you must follow the direction of the spells. You can cast 5/short rest fog cloud, 2/day gaseous form and misty step , and 1/day fly
Note: The spells that rest at dawn don't rest with a long rest so you need to change it manually when necessary.
Keen Smell. You has advantage on Wisdom (Perception) checks that rely on smell.
Giant's Charm. Starting at 7th level, your charm and attention to detail allow you to excel in social situations. Whenever you make a Charisma Persuasion check, you gain a bonus to the check equal to your Wisdom modifier.
Fire Giant
You acquire the knowledge of the Fire Giant and are able to use their power. You’re able to strike with your weapons with burning pain. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class while using Fire Giant, as shown on the Fire Giant Damage table and is considered fire damage.
At 10th level you gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
Fire Giant Bonus Damage
|
FIGHTER LEVEL |
DAMAGE INCREASE |
|---|---|
|
7th |
1d4 |
|
12th |
1d6 |
|
16th |
1d8 |
|
20th |
1d10 |
Frost Giant
You acquire the knowledge of the Frost Giant and are able to use their power. You’re able to gain an ability to use ice and create a type of protection with it. Once you use this ability it cannot be used again until 2 hours have passed. Whenever you engage in battle you my use an action to gain temporary hit points which increases by an amount based on your level in this class while using Frost Giant, as shown on the Frost Giant Temporary Hit Points table you also have the choice to give your temporary hit points to another ally.
At 10th level you gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a small body of water (eg. cup of liquid or a puddle) or an object that isn’t being worn or carried by anyone else and cause it to freeze if its liquid or frost over if its an object.
Frost Giant Bonus Temporary Hit Points
|
FIGHTER LEVEL |
Hit Point INCREASE |
|---|---|
|
7th |
5 |
|
12th |
10 |
|
16th |
15 |
|
20th |
20 |
Hill Giant
You acquire the knowledge of the Hill Giant and are able to use their power. You can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage. At 10th level you gain +2 towards your Constitution and resistance to bludgeoning damage.
Note: You need to add the Constitution yourself when you reach 10th level in Hill Giant. Don't forget to subtract the Constitution if you change giant types.
Stone Giant
You acquire the knowledge of the Stone Giant and are able to use their power. You become proficient in throwing rocks as an improvised object and if the rock is size medium or large you are able to use your skill Rock Thrower. At the 10th level you gain the skill Stone Camouflage and when you gain proficiency when you use the skill Performance for art that requires hands (eg. painting or sculpting)
Rock Thrower. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 1d8 + fighter level bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. This ability can only be used twice per short rest.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Storm Giant
You acquire the knowledge of the Storm Giant and are able to use their power. You have harnessed the power of lighting and as an action you can choose one other creature you can see within 20ft. The target must make a Dexterity saving throw. The target takes 2d4 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 12th level, 2d8 at 16th level, and 2d10 at 20th level.
At 10th level you gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
At 15th level you gain the ability Lightning Strike which can only be used once per day.
Lightning Strike. You hurls a magical lightning bolt at a point you can see within 500 feet of yourself. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, or take 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Enlargement
Once at the 10th level you may use an action, to transform into a large form. This form lasts for 10 minutes. Your weapons, equipment, and armor in this form also grows to match your new size. While your weapons are enlarged, your attacks with them deal 1d4 extra damage. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
You can use this feature twice. You regain expended uses when you finish a long rest. While you are transformed, you gain the following features:
Your Strength score becomes 20 if it isn't already
Earthquake
At 15th level you are able to cast the spell Earthquake once every long rest.
Major Enlargment
At the 18th level you may use an action, to transform into a Huge form. This form lasts for 10 minutes. Your weapons, equipment, and armor in this form also grows to match your new size. While your weapons are enlarged, your attacks with them deal 2d4 extra damage. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
You can use this feature twice. You regain expended uses when you finish a long rest. While you are transformed, you gain the following features:
Your Strength score becomes 24 if it isn't already
Previous Versions
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12/29/2019 6:54:15 AM
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600
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13
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1.1
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Coming Soon
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