I was really interested in this book, mostly because I loved Fizban's Treasury of Dragons. I loved how useful it was in creating dragon characters, creating lairs etc. I also really liked the Drakewarden subclass.
Unfortunately, the Barbarian class does not appeal to me and the lack of player options that appeal to me really cooked my excitement, so I didn't preorder it. I can't read a physical copy because my FLGS won't stock it unless I order it and my friend who buys everything is also hesitant to buy it.
So, what's your honest review on it? Is it any good? What does it do well? Is there anything you don't like so much? How useful is it?
I could be persuaded to get it for a Christmas present, but it just depends. I don't want to buy it and then regret it.
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I quite like the new book. It adds a bunch of new and really cool creatures (that aren't just giants) and cool giants plus giant lore. I wouldn't say its on par with fizbans, but then again that's like comparing a level 16 goblin rogue to a 20th level elf wizard.
There are some unique items with some new mechanics to them, along with some neat feats. I can't say much for the backgrounds, since they're really just shoe ins for the feats, but nonetheless I think they're pretty cool.
Overall It's a 6/10. I, again, quite like it and feel its worth buying.
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"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
Giants are some of my favorite monsters to mess around with; and this book is chock-full of new monster types I absolutely LOVE.
The magic items, and the feats, and the “single” subclass are quite engaging & fun.
…there has been this nagging, lingering sentiment that the “amount” of content in the book is smaller than it should be (ironic for a giant-themed book); and it’s enough for me to ponder on what else could have been included. Diminished character options remain a sore spot, somewhat.
However, and I say this firmly: what is THERE has me deeply satisfied; and more importantly, excited to use in my own games.
As a DM I really enjoy the "giant enclaves" section quite a bit. I love detailed adventure starter ideas like these to then build on, and the book has a number to inspire you. The monsters in the bestiary also seem really useful for a campaign.
I agree with Tony1Adobe that while more player options would have been welcome, the ones presented seem like nice additions if you enjoy giant-themed things in general, something I think has always been a bit under-done in DnD. Rune shaper as a feat I personally like, though I understand people wishing this had been the basis for an entire subclass. I am sure you could use the concept to inspire a rune-fueled caster for any number of existing subclasses.
I agree with the other posters, it felt like there could have been more here. Some good rollable tables in the Giants in Play chapter and as others have said, some cool new creatures and the enclaves chapter is good.
Like everyone else I liked what was there but wish there was more there. It’s probably really a DMs book not a players book however because of the lack of layer options. If your primarily a player don’t waste your money, if your a DM ( or just into giants) it’s worth the money.
I may be wrong, but I think this is the first book with character options that offers only a single subclass. That bums me out not only for this book, but for the precedent it sets. I liked the sorcerer option in the UA, and the way they describe "giant powers" basically screams sorcerer, but I guess they got negative feedback and instead of trying to fix it they just trashed it.
Really just leaves me disappointed. It feels like they're too afraid to give us character options because they might end up not being very compatible with OneD&D classes.
I may be wrong, but I think this is the first book with character options that offers only a single subclass. That bums me out not only for this book, but for the precedent it sets. I liked the sorcerer option in the UA, and the way they describe "giant powers" basically screams sorcerer, but I guess they got negative feedback and instead of trying to fix it they just trashed it.
Really just leaves me disappointed. It feels like they're too afraid to give us character options because they might end up not being very compatible with OneD&D classes.
Yeah, I think the giant sorcerer, primal druid, and runecrafter wizard all should have been in this book.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It was disappointing that another class didn't make it through, but we only got two classes from Fizban's so on that specific front I'd say this is more a matter of figuring out what our expectations should be. Fizban's definitely had a bit more player material, but the emphasis is on "a bit"; one additional subclass, and 7 spells. Now, if the next two books like these we get both only have one subclass and a few feats, I'll be worried they're just not looking to put much player facing content in the books. I just don't think we have enough info at the moment to gauge whether it's just going fluctuate a bit or if this is a trend.
Now, I will say I'm a sucker for lore and I got a great idea for a Deep Gnome Swashbuckler using the Cloud Giant's Strike feat from this book, so as a player I'm still satisfied with picking it up.
Well, with the Planescape book we're apparently not getting any new subclasses (or PC races) at all. Just two new backgrounds, some new feats, and some spells.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
"D&D is undermonetised and we're only selling to 20% to the playerbase because it's mostly DMs buying our stuff. What do we do?"
"Let's drop the player-facing content."
Sorry, I just find the messages from WotC somewhat contradictory and amusing at times.
Anyways, the consensus seems to be that what's there is good, there should just be more of it. How long is the book? And is it, in terms of function, layout, etc, Fizban's but with giants?
I agree that Fizban's wasn't dense with player stuff, but what we got was pretty good - I really liked Drakewarden, we got a bunch of subraces and a few good feats. Backgrounds and magic items aren't of major interest to me, although the linking of feats do start making backgrounds more interesting - at least until we get the rules to do it ourselves. It just sounds like, apart from the feats, Bigby's dropped the more interesting (at least to me) player content. For example, FToD had two subclasses, one I love and one that I'm not ever likely to use, BGotG has one subclass that I won't use.
Which doesn't mean it's not worth getting by any means - I wouldn't have gotten FToD on the strength of player-facing content either, it's just a nice bonus. I'm interested in being able to make interesting and somewhat deep characters for characters in giant-centred quests and campaigns, as well as deepening those in published campaigns. That's what I'm trying to get a feel for.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
There was one other thing in Bigby’s that bothered me, but it’s less to do with the book and more just a design change they’ve been on for a while: the ostensibly “spellcaster” blocks have ridiculously limited spell kits. A Fomorian Noble- whose hat is supposed to be their mastery of magic- has 3 combat casts a day, and not even one of those spell attack actions. These beings are supposed to be great wizards, and yet their main attack is just whacking an enemy with a staff. Not only does this hurt their general credibility just from looking at the stats, but the trend is of barely giving a caster block any abilities meant for more than a single encounter undercuts the ability to present a consistent world players can engage with and understand, because nearly any other magic they do is just the DM just giving them that power on the spot and so it’s almost the same as some higher power creating the effect, since it has no impact on the supposed caster’s capabilities for the rest of the day.
I like the magic items, 2 new in-family giants, giant versions of the greatwyrms, & lore. Not a fan of the subclass, should have had a few runecaster subs imo. The backgrounds & feats are okay, the feats need a minor buff imo. It would have been nice to have player versions of the runed items the giant variants use, but it's not tough to homebrew those.
Runes in general make me wish 5E had the Prestige Classes of 3E. They don't require anything except knowledge of runes, so they work much better as a classless addition, rather than trying to thread the needle of making various degrees of rune usage fit within 13 different versions of resources & subclass improvement levels. Maybe as a feat you can take multiple times & that improves each time you do so it scales well.
As a GM and player, I have to say that this book deserves two ratings. My player rating would be 5/10. It’s nothing special, but at least it gives us something to mess around with. About average for post 2021 WotC. However, as a GM I rate this book 10/10.
The lore presented in this book is some of the most substantial and useful I’ve seen since Eberron (and while it isn’t on that caliber, comparing it to most recent books, it’s a winner) and the tables and tools are genuinely useful and intriguing. The monsters in the book are imaginative and exciting, and all of them have a unique feel and definite theme to them. Finally, while the magic items could have used a few more uncommon and rare things, I enjoy what I see here. Oh, and the comments by Bigby are quite fun, very reminiscent of Elminster and Volo’s notes in the discontinued Volo’s Guide to Monsters.
This book surprised me with its presentation, and I feel like I’m back in 2017-18 getting a new D&D book filled with vibrant artwork, exciting hooks, and wonderful new additions to the game. I cannot stress enough that this is a great book for anyone who loves D&D 5e, and you can’t judge it based on the last few WotC books (excluding KftGV).
I would also like to link an incredible addition to the book that gets you those extra subclasses and magic items you want: IamSposta’s Giant Subclasses Bundle.
This was one of the few times I’ve been tempted by something on DMsGuild and my oh my was it a good purchase. $2 cost, $10 value.
Why do I have the sneaking suspicion that we will be seeing a 2025 or 2026 player’s Handbook II with updated versions of the subclasses from Xanthers, Tasha, Fizban and Bigby + any further intervening books? We are seeing limited player facing content post Tasha but just enough that over time you get a fair amount built up and in playtest ( sort of) . Spelljammer, planescape ( probably), Fizban, bigby are all really DM books - I wouldn’t buy any as just a player. But collecting (and revising) the player facing content from each would generate (especially in a year or two with more such books) enough content ( again especially if you added revisions of the stuff in Xanther and Tasha) to generate a very solid player facing book- maybe even two books.
Why do I have the sneaking suspicion that we will be seeing a 2025 or 2026 player’s Handbook II with updated versions of the subclasses from Xanthers, Tasha, Fizban and Bigby + any further intervening books? We are seeing limited player facing content post Tasha but just enough that over time you get a fair amount built up and in playtest ( sort of) . Spelljammer, planescape ( probably), Fizban, bigby are all really DM books - I wouldn’t buy any as just a player. But collecting (and revising) the player facing content from each would generate (especially in a year or two with more such books) enough content ( again especially if you added revisions of the stuff in Xanther and Tasha) to generate a very solid player facing book- maybe even two books.
I expect you’re probably right. I doubt they’ll update all the Xanathar’s & Tasha’s stuff, but I expect that everything post Tasha’s will be compiled into a single book of players’ options at the very least.
Why do I have the sneaking suspicion that we will be seeing a 2025 or 2026 player’s Handbook II with updated versions of the subclasses from Xanthers, Tasha, Fizban and Bigby + any further intervening books? We are seeing limited player facing content post Tasha but just enough that over time you get a fair amount built up and in playtest ( sort of) . Spelljammer, planescape ( probably), Fizban, bigby are all really DM books - I wouldn’t buy any as just a player. But collecting (and revising) the player facing content from each would generate (especially in a year or two with more such books) enough content ( again especially if you added revisions of the stuff in Xanther and Tasha) to generate a very solid player facing book- maybe even two books.
I expect you’re probably right. I doubt they’ll update all the Xanathar’s & Tasha’s stuff, but I expect that everything post Tasha’s will be compiled into a single book of players’ options at the very least.
Something like what Mordenkanian Monsters of the Multiverse did with the two non core monsters books, but for character options, maybe even the Artificer class. That's certainly in the cards, since the new forthcoming PHB seems to be going for a more conservative approach as far as number of character options. Would also do some service toward my thinking that the "new books" should be more a consolidated edition rather than a new edition, and it seems they're trying to straddle that a bit.
I’d say it teeters between a “7/10” and a “8/10”. I was looking for professional literature paper writing help and was recommended to pay attention to https://www.customwritings.com . This site specializes in providing academic writing services on various topics, including art history. They offer an individual approach to each order and work with experienced writers who are able to create high-quality articles according to your requirements.
I was really interested in this book, mostly because I loved Fizban's Treasury of Dragons. I loved how useful it was in creating dragon characters, creating lairs etc. I also really liked the Drakewarden subclass.
Unfortunately, the Barbarian class does not appeal to me and the lack of player options that appeal to me really cooked my excitement, so I didn't preorder it. I can't read a physical copy because my FLGS won't stock it unless I order it and my friend who buys everything is also hesitant to buy it.
So, what's your honest review on it? Is it any good? What does it do well? Is there anything you don't like so much? How useful is it?
I could be persuaded to get it for a Christmas present, but it just depends. I don't want to buy it and then regret it.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I quite like the new book. It adds a bunch of new and really cool creatures (that aren't just giants) and cool giants plus giant lore. I wouldn't say its on par with fizbans, but then again that's like comparing a level 16 goblin rogue to a 20th level elf wizard.
There are some unique items with some new mechanics to them, along with some neat feats. I can't say much for the backgrounds, since they're really just shoe ins for the feats, but nonetheless I think they're pretty cool.
Overall It's a 6/10. I, again, quite like it and feel its worth buying.
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
I’d say it teeters between a “6/10” and a “7/10”.
What’s in the book, I like a LOT.
Giants are some of my favorite monsters to mess around with; and this book is chock-full of new monster types I absolutely LOVE.
The magic items, and the feats, and the “single” subclass are quite engaging & fun.
…there has been this nagging, lingering sentiment that the “amount” of content in the book is smaller than it should be (ironic for a giant-themed book); and it’s enough for me to ponder on what else could have been included. Diminished character options remain a sore spot, somewhat.
However, and I say this firmly: what is THERE has me deeply satisfied; and more importantly, excited to use in my own games.
Favorable. Quite favorable.
As a DM I really enjoy the "giant enclaves" section quite a bit. I love detailed adventure starter ideas like these to then build on, and the book has a number to inspire you. The monsters in the bestiary also seem really useful for a campaign.
I agree with Tony1Adobe that while more player options would have been welcome, the ones presented seem like nice additions if you enjoy giant-themed things in general, something I think has always been a bit under-done in DnD. Rune shaper as a feat I personally like, though I understand people wishing this had been the basis for an entire subclass. I am sure you could use the concept to inspire a rune-fueled caster for any number of existing subclasses.
I liked what's in it, I just felt that especially with the price hike it feels like there should have been more.
Definitely look for it on a discount if you can.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I agree with the other posters, it felt like there could have been more here. Some good rollable tables in the Giants in Play chapter and as others have said, some cool new creatures and the enclaves chapter is good.
Like everyone else I liked what was there but wish there was more there. It’s probably really a DMs book not a players book however because of the lack of layer options. If your primarily a player don’t waste your money, if your a DM ( or just into giants) it’s worth the money.
Wisea$$ DM and Player since 1979.
I may be wrong, but I think this is the first book with character options that offers only a single subclass. That bums me out not only for this book, but for the precedent it sets. I liked the sorcerer option in the UA, and the way they describe "giant powers" basically screams sorcerer, but I guess they got negative feedback and instead of trying to fix it they just trashed it.
Really just leaves me disappointed. It feels like they're too afraid to give us character options because they might end up not being very compatible with OneD&D classes.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Yeah, I think the giant sorcerer, primal druid, and runecrafter wizard all should have been in this book.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It was disappointing that another class didn't make it through, but we only got two classes from Fizban's so on that specific front I'd say this is more a matter of figuring out what our expectations should be. Fizban's definitely had a bit more player material, but the emphasis is on "a bit"; one additional subclass, and 7 spells. Now, if the next two books like these we get both only have one subclass and a few feats, I'll be worried they're just not looking to put much player facing content in the books. I just don't think we have enough info at the moment to gauge whether it's just going fluctuate a bit or if this is a trend.
Now, I will say I'm a sucker for lore and I got a great idea for a Deep Gnome Swashbuckler using the Cloud Giant's Strike feat from this book, so as a player I'm still satisfied with picking it up.
Well, with the Planescape book we're apparently not getting any new subclasses (or PC races) at all. Just two new backgrounds, some new feats, and some spells.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
"D&D is undermonetised and we're only selling to 20% to the playerbase because it's mostly DMs buying our stuff. What do we do?"
"Let's drop the player-facing content."
Sorry, I just find the messages from WotC somewhat contradictory and amusing at times.
Anyways, the consensus seems to be that what's there is good, there should just be more of it. How long is the book? And is it, in terms of function, layout, etc, Fizban's but with giants?
I agree that Fizban's wasn't dense with player stuff, but what we got was pretty good - I really liked Drakewarden, we got a bunch of subraces and a few good feats. Backgrounds and magic items aren't of major interest to me, although the linking of feats do start making backgrounds more interesting - at least until we get the rules to do it ourselves. It just sounds like, apart from the feats, Bigby's dropped the more interesting (at least to me) player content. For example, FToD had two subclasses, one I love and one that I'm not ever likely to use, BGotG has one subclass that I won't use.
Which doesn't mean it's not worth getting by any means - I wouldn't have gotten FToD on the strength of player-facing content either, it's just a nice bonus. I'm interested in being able to make interesting and somewhat deep characters for characters in giant-centred quests and campaigns, as well as deepening those in published campaigns. That's what I'm trying to get a feel for.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
There was one other thing in Bigby’s that bothered me, but it’s less to do with the book and more just a design change they’ve been on for a while: the ostensibly “spellcaster” blocks have ridiculously limited spell kits. A Fomorian Noble- whose hat is supposed to be their mastery of magic- has 3 combat casts a day, and not even one of those spell attack actions. These beings are supposed to be great wizards, and yet their main attack is just whacking an enemy with a staff. Not only does this hurt their general credibility just from looking at the stats, but the trend is of barely giving a caster block any abilities meant for more than a single encounter undercuts the ability to present a consistent world players can engage with and understand, because nearly any other magic they do is just the DM just giving them that power on the spot and so it’s almost the same as some higher power creating the effect, since it has no impact on the supposed caster’s capabilities for the rest of the day.
I like the magic items, 2 new in-family giants, giant versions of the greatwyrms, & lore. Not a fan of the subclass, should have had a few runecaster subs imo. The backgrounds & feats are okay, the feats need a minor buff imo. It would have been nice to have player versions of the runed items the giant variants use, but it's not tough to homebrew those.
Runes in general make me wish 5E had the Prestige Classes of 3E. They don't require anything except knowledge of runes, so they work much better as a classless addition, rather than trying to thread the needle of making various degrees of rune usage fit within 13 different versions of resources & subclass improvement levels. Maybe as a feat you can take multiple times & that improves each time you do so it scales well.
As a GM and player, I have to say that this book deserves two ratings. My player rating would be 5/10. It’s nothing special, but at least it gives us something to mess around with. About average for post 2021 WotC. However, as a GM I rate this book 10/10.
The lore presented in this book is some of the most substantial and useful I’ve seen since Eberron (and while it isn’t on that caliber, comparing it to most recent books, it’s a winner) and the tables and tools are genuinely useful and intriguing. The monsters in the book are imaginative and exciting, and all of them have a unique feel and definite theme to them. Finally, while the magic items could have used a few more uncommon and rare things, I enjoy what I see here. Oh, and the comments by Bigby are quite fun, very reminiscent of Elminster and Volo’s notes in the discontinued Volo’s Guide to Monsters.
This book surprised me with its presentation, and I feel like I’m back in 2017-18 getting a new D&D book filled with vibrant artwork, exciting hooks, and wonderful new additions to the game. I cannot stress enough that this is a great book for anyone who loves D&D 5e, and you can’t judge it based on the last few WotC books (excluding KftGV).
I would also like to link an incredible addition to the book that gets you those extra subclasses and magic items you want: IamSposta’s Giant Subclasses Bundle.
This was one of the few times I’ve been tempted by something on DMsGuild and my oh my was it a good purchase. $2 cost, $10 value.
Why do I have the sneaking suspicion that we will be seeing a 2025 or 2026 player’s Handbook II with updated versions of the subclasses from Xanthers, Tasha, Fizban and Bigby + any further intervening books? We are seeing limited player facing content post Tasha but just enough that over time you get a fair amount built up and in playtest ( sort of) . Spelljammer, planescape ( probably), Fizban, bigby are all really DM books - I wouldn’t buy any as just a player. But collecting (and revising) the player facing content from each would generate (especially in a year or two with more such books) enough content ( again especially if you added revisions of the stuff in Xanther and Tasha) to generate a very solid player facing book- maybe even two books.
Wisea$$ DM and Player since 1979.
I expect you’re probably right. I doubt they’ll update all the Xanathar’s & Tasha’s stuff, but I expect that everything post Tasha’s will be compiled into a single book of players’ options at the very least.
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Something like what Mordenkanian Monsters of the Multiverse did with the two non core monsters books, but for character options, maybe even the Artificer class. That's certainly in the cards, since the new forthcoming PHB seems to be going for a more conservative approach as far as number of character options. Would also do some service toward my thinking that the "new books" should be more a consolidated edition rather than a new edition, and it seems they're trying to straddle that a bit.
Jander Sunstar is the thinking person's Drizzt, fight me.
I’d say it teeters between a “7/10” and a “8/10”. I was looking for professional literature paper writing help and was recommended to pay attention to https://www.customwritings.com . This site specializes in providing academic writing services on various topics, including art history. They offer an individual approach to each order and work with experienced writers who are able to create high-quality articles according to your requirements.