Base Class: Sorcerer
Ostoria (meaning "father's seat" in Jotun) was the original kingdom of the giants, founded by Annam All-Father to celebrate the last of his sons coming of age. At the peak of its power, it was dubbed "The Colossal Kingdom" because it occupied an area of Faerûn from the Vilhon Reach to the Cold Lands... but all great things could not last forever and in time Ostoria fell, never to rise again. However though Ostoria itself may never rise again, the once-great Kingdom of Giants rests now in fragmented power amongst the many lineages of Giants that follow in its wake. Their society and power are reminiscent of the Giants of Old Ostoria in the form of their Runic Magic, and in the form of their Ordning hierarchy that asks Giants to have no equals, only those superior, and those inferior within their society, each lineage of Giant believing that Annam All-Father is the greatest form of their race, the most superior of that Ordning hierarchy.
On very rare occasion, non-giants are granted strength of Giants, to grow to massive new heights, to wield the innate magical and physical abilities of Giants, and the opportunity to induct and prove themselves within Giant society, within the Ordning. This is sometimes a blessing from Annam himself, or from another powerful Giant, or perhaps you were simply born with magical Giant blood flowing through your veins... whatever the reason, the gifts imparted by the Giants grants you sorcerous magic that allows you to command the elements and gain the might of a Giant.
Mark of the Ordning
At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the cantrip and spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
| Giant Type | Cantrip | Spells at 1st Level | Spells at 3rd level |
| Cloud | Minor Illusion | Fog Cloud | Invisibility |
| Fire | Fire Bolt | Burning Hands | Heat Metal |
| Frost | Ray of Frost | Armor of Agathys | Hold Person |
| Hill | Shillelagh | Heroism | Enhance Ability |
| Stone | Mold Earth | Earth Tremor | Maximilian's Earthen Grasp |
| Storm | Shocking Grasp | Thunderwave | Shatter |
In addition, you can speak, read, and write Giant.
(For the spells to work on avrae you'll have to manually add the spells using the command !sb add "spell name". So for example if I had chosen Hill as my Giant Type, I would type the commands !sb add "Shillelagh", !sb add "Heroism", and !sb add "Enhance Ability".)
Cloud Giant
At 1st level, you choose Cloud Giant as your Mark of the Ordning.
Cloud Giants, called Skyejotunen in their tongue, are a lineage of Giants so named for their preference to live high up in and above the clouds. Amongst Giants they were often considered to be among the most attractive physically of Giants. They were also some of the most refined, and magically gifted of the Giant lineages, considering themselves above all other giant races, both literally and figuratively. Within the Ordning hierarchical structure, Cloud giants gained superiority over others via their age, intelligence, material wealth and magical prowess.
Fire Giant
At 1st level, you choose Fire Giant as your Mark of the Ordning.
Fire Giants, called Ildjotunen in their own language, were the master craftsmen of the Giant lineages. They preferred to live in hot locations, like Volcanoes, thanks to their complete invulnerability to fire. They resemble nothing so much as huge dwarves, with stout, and stocky bodies, with very compact muscles, though they'd likely be affronted by the insinuation. They appeared reddish of skin, of varying gradients, and most if not all tended to wear armor of steel or dragonscale, or clothing that was permanently singed black. Aside from their innate proclivity towards expert craftsmanship, they were also adept runecasters. They enjoyed testing themselves against worthy opponents, and bravery was the highest virtue among Fire Giant society. So through the Ordning hierarchy one achieved superiority over another via proving oneself in battle, and displaying bravery above all else.
Frost Giant
At 1st level, you choose Frost Giant as your Mark of the Ordning.
Frost Giants, or Isejotunen, in their tongue, were among the largest, and most physically strong Giants, and were naturally adapted to the cold, so they tended to live in the coldest environments, such as arctic fields where snow never melted. In fact they were blessed with complete invulnerability to the cold. Part of their culture was for the men to grow massive, white beards which complemented their blueish skin well, giving them every appearance of a statue of ice covered in snow, save for the fact that they couldn't be confused for a statue should they choose to move with their earth-shattering steps. Many among other lineages of Giant Society, and many other races considered them to be dull-witted, or unintelligent, and while they didn't dress as nicely as others, nor did they ever develop sophisticated magic or craftsmanship, preferring to wear furs and pelts mostly and fight with brawn, they were cunning fighters that shouldn't be underestimated. Among Frost Giant society, the greatest virtues were brute strength and battle prowess, as such for the Ordning hierarchy, to achieve superiority over another, a Frost Giant must gain more brute strength than his peers, and be more renowned in battle as well.
Hill Giant
At 1st level, you choose Hill Giant as your Mark of the Ordning.
Hill Giants, or Haugjotunen as they called themselves in their language, were undoubtedly the least intelligent of all the Giant lineages. They were ruled chiefly by voracious hunger and were dim-witted to put it politely. As per their name, they tended to live in Hilly areas. They had a highly developed constitution, allowing them greater resistance to poisons, and such, and they tended to be squatter, and more muscular than many of their kin, and their skin was far browner than their kin. They somewhat make up for what they lack in brains with brawn. To fuel its great constitution, a Hill Giant required an exorbitant amount of food, and would eat just about anything. Their ranking amongst one another as per the Ordning was based on physical brawn and how much one could eat.
Stone Giant
At 1st level, you choose Stone Giant as your Mark of the Ordning.
Stone Giants, or Steinjotunen in their tongue, were more reclusive than their kin, even moreso than the Cloud Giants who hid up in the sky. They preferred to reside in underground, stone caverns they had carved for themselves, hence their namesake, and they took great pride in their artistic achievement. Not only did they live amongst the stone, but they looked like it as well for the most part, their gray skin helping blend in with their preferred environment. They didn't enjoy fighting as much as some of their other Giant-kin, and if need be they would rely on rudimentary dream-magic or ranged projectiles like stones. Furthermore they were considered to be the wisest of all the Giant races, the longest-lived and perhaps the most peaceful. The way one would rise amongst the Ordning in Stone-Giant society would be through artistic prowess over all else, whether that be through poetry, paintings, carvings or any other form of art.
Storm Giant
At 1st level, you choose Storm Giant as your Mark of the Ordning.
Storm Giants, known as Uvarjotunen in their tongue, are one of the most universally respected, and one of the most intelligent lineages of Giant. They were uniquely adapted to underwater conditions, and enjoyed powers of lightning and thunder that few others were capable of commanding to such an extent. No other Giant race was as proficient in the twin arts of sorcery and rune-casting as the Storm Giants, they were able to call upon and control the weather on a whim, and it was known they were impervious to lightning and thunder. The head of the Storm Giants' Ordning was known as the "Paramount" and in Storm Giant society the Ordning dictated that to achieve superiority over another and rise in the ranks, one must be both merciful and charitable towards sentient beings whenever possible.
Jotun Resilience
The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Additionally, at 1st level your Constitution score increases by 1, up to a maximum of 20.
Soul of Lost Ostoria
Starting at 6th level, you learn the enlarge/reduce spell, if you do not already have it. This spell counts as one of your Mark of the Ordning spells and does not count against the number of spells you know. If you cast the spell on yourself, you gain the following abilities while you are under the "enlarge" effect of that casting of the enlarge/reduce spell.
- You can attack twice instead of once, whenever you take the Attack action on your turn
- Your current Hit Points and your Hit Point Maximum both increase by your sorcerer level
- Your reach increases by 5 feet
- Your walking speed increases by 10 feet
Additionally, you can use your sorcery points to grant additional benefits when casting your sorcerer spells based on your giant heritage. If you cast a Sorcerer spell of first level or higher or a Sorcerer cantrip, you can gain a benefit at the cost of sorcery points, the benefit is based on the type of Giant you chose for your Mark of the Ordning.
Cloud Giant
Once per turn, immediately after you cast a sorcerer spell of 1st level or higher, you can spend 2 sorcery points to magically teleport as a bonus action. You can teleport to an unoccupied space you can see within 10 ft of you
Fire Giant
Once per turn, when you cast a sorcerer spell that deals fire damage, you can spend 1 sorcery point to gain a bonus to one damage roll of that spell equal to your Constitution modifier (minimum of +1)
Frost Giant
Immediately after you cast a Sorcerer Spell of 1st level or higher, you can spend 2 sorcery points to gain a number of temporary Hit Points equal to your Constitution modifier (minimum of 1). If the spell is Armor of Agathys, you instead increase its temporary Hit Points by an amount equal to your Constitution modifier (minimum of 1)
Hill Giant
Immediately after you cast a sorcerer spell, you can spend 2 sorcery points and target one creature within 5 ft of you that you can see as a bonus action. The target must make a Strength saving throw against your Sorcerer Spell save DC. On a failed save, the target is pushed a number of feet away from you equal to your Constitution modifier x 5 (minimum of 5 ft) A target can choose to fail this save
Stone Giant
When you cast a sorcerer spell that requires concentration, you can spend 2 sorcery points to gain a +1 bonus to your AC and saving throws until you lose concentration on that spell, or until that spell ends.
Storm Giant
Immediately after you cast a sorcerer spell of 1st level or higher that deals lightning or thunder damage, choose a number of creatures within 15 feet of you up to your charisma modifier and spend 2 sorcery points. Each of those creatures must make a constitution saving throw against your Sorcerer Spell Save DC or take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Power of of Fallen Ostoria
At 14th level, whenever you cast the enlarge/reduce spell on yourself and use the "enlarge" effect, the spell no longer requires concentration.
You also gain an additional benefit based on your Mark of the Ordning that resemble the powers or runic magics unique to the type of Giant you chose.
Cloud Giant
You gain proficiency in Wisdom Saving Throws. You learn the misty step spell if you do not already have it, it counts as a Mark of the Ordning Spell for you, and does not count against the number of spells you know. You can cast it without expending a spell slot at the cost of 2 sorcery points.
Fire Giant
You gain resistance to fire damage. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. Once per long rest you can spend 5 sorcery points to cast the fire shield spell (Warm Shield only) without expending a spell slot.
Frost Giant
You gain resistance to cold damage.
Once per long rest you can spend 4 sorcery points as a bonus action to gain the strength of Frost Giants for one minute. When you make a melee attack using Strength while this effect is active, you gain a bonus to the damage roll equal to your Constitution Modifier.
Hill Giant
You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
Once per long rest, you can spend 5 sorcery points as a bonus action to gain resistance to bludgeoning, piercing and slashing damage for one minute.
Stone Giant
You gain proficiency in a musical instrument and a set of artisan's tools of your choice.
Your proficiency bonus is doubled for any ability check you make that uses either of them.
Once per long rest you can spend 4 sorcery points as a bonus action to gain the following benefit for one minute:
When an enemy starts its turn within 30 feet of you, you can force it to make a Charisma saving throw against your Sorcerer Spell Save DC, provided that you are not incapacitated. On a failed save, the creature is charmed by the you. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this ability for 24 hours. Only one creature can be affected by this ability at a time, and if you use it on another creature, any creatures that are currently affected by this ability by you are treated as if they immediately succeeded on a saving throw against this ability and the effect immediately ends for them.
Storm Giant
You have resistance to lightning and thunder damage. You can spend 1 sorcery point whenever you make an ability check to gain a bonus to that check equal to your constitution modifier (minimum of 1).
Blessing of the All-Father
At 18th level, your Constitution score increases by 2, as does your maximum for that score.
Additionally, whenever you cast the enlarge/reduce spell on yourself and use the "enlarge" effect, you can choose to increase your size to Huge instead of just one size larger. When you do so, you gain the following benefits while you are under the "enlarge" effect of that casting of the enlarge/reduce spell.
- Your current Hit Points and your Hit Point Maximum both increase again by your sorcerer level.
- Your reach increases by an additional 5 ft
- Your walking speed increases by an additional 10 ft
- The damage rolls of your melee weapons and your unarmed strikes grow to match your size. Your melee weapons deal an additional die of damage (For example, a Greataxe which normally deals 1d12 slashing damage, deals 2d12 slashing damage instead). If your unarmed strikes have a damage die, then they deal an additional die of damage.(For example, if you have levels in monk and your unarmed strike uses the monk die, it now deals two monk dice, instead of one). If your unarmed strikes don't already deal a die of damage, and instead deal 1 + your strength modifier, they now deal 1d8 + your strength modifier instead.
(If you don't normally have an unarmed strike damage die, your die is not doubled, you just get a die for unarmed damage instead of normal unarmed damage which is just 1 + strength modifier)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/9/2021 6:10:51 AM
|
14
|
1
|
1
|
Coming Soon
|
|
|
2/9/2021 6:19:41 AM
|
5
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 6:23:11 AM
|
3
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 6:29:01 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 6:36:16 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 6:45:26 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 6:51:57 AM
|
5
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 6:54:31 AM
|
3
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 7:02:43 AM
|
5
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 7:08:37 AM
|
4
|
0
|
--
|
Coming Soon
|
|
|
2/9/2021 7:25:32 AM
|
7
|
1
|
--
|
Coming Soon
|
|
|
2/16/2021 3:02:50 AM
|
65
|
5
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Aug 6, 2021I can't get the Mark of the Ordning spells to show up under known spells.