Hello all! Here's my personal retooling of the Giant Soul sorcerer subclass option found within the Unearthed Arcana pages. I liked the base fundamentals of this option but a lot of the options were really restricting or just forced you into a roll that sorcerers tend not to want to be in. So I added some options to make it more beneficial on all fronts will using Sorcery Points and adding options to make things more useful all around. As per usual, feel free to test this out in your games (just make sure to give credit where it is due) and tell me how it went and what changes I can make to make this better.
This post NOW ONLY contains the newest draft of the Giant Soul rework: a revamped version I am using with critique from users Diplomacy and Mephista called Favored by the Giants
//***Favored by the Giants_2.0***\\~(Title is still a work in progress...)
Jotun Resilience: 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, your Constitution score increase by 1, up to a maximum of 20.
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. ~(As Enlarge/Reduce is now a free spell for all to take at 6th level, I chose Protection from Poison as Hill Giants are known for their insane Constitution and ability to shrug off poisons with ease)
Mark of the Ordning Table:
Giant Type
Cantrip
Spell at 1st Level
Spell at 3rd Level
Cloud Giant
Minor Illusion
Fog Cloud
Invisibility
Fire Giant
Fire Bolt
Burning Hands
Flaming Sphere
Frost Giant
Ray of Frost
Armor of Agathys
Hold Person
Hill Giant
Shillelagh
Heroism
Protection from Poison
Stone Giant
Resistance
Entangle
Spike Growth
Storm Giant
Shocking Grasp
Thunderwave
Gust of Wind
Soul of Lost Ostoria: Starting at 6th level, you gain 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 when you use the Enlarge effect: ~(This is a hybrid version of the original Rage of Fallen Ostoria ability centered around the Enlarge/Reduce spell to give credit to emphasis on being a potential melee/spell-caster fighter or simply to gain more HP)
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 ft
Your walking speed increases by 10 ft
Additionally, you can use your sorcery points to grant additional benefits when casting your sorcerer spells based on your giant heritage. If you cast one of your Mark of the Ordning spells, you can gain this benefit for free:
Cloud Giant: 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: When you cast a sorcerer cantrip or spell, you can spend 1 sorcery point to gain a bonus to the damage rolls 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 1 sorcery point and gain a number of temporary Hit Points equal to your Constitution modifier (minimum of 1), but if the spell is Armor of Agathys or another spell that grants temporary Hit Points, 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 cantrip or 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 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: While you are concentrating on a sorcerer spell or cantrip and are targeted by an attack or forced to make a saving throw, you can use your reaction and spend 1 sorcery point and gain a +2 bonus to your AC or saving throw until the beginning of your next turn
Storm Giant: Immediately after you cast a sorcerer cantrip or spell, you can use your bonus action and spend 2 sorcery points to target a number of creature that you can see within 15 ft of you equal to your Constitution modifier (minimum of 1). Those creatures take lightning damage equal to your Constitution modifier (minimum of 1)
Rage of Fallen Ostoria: At 14th level, whenever you cast the Enlarge/Reduce spell on yourself and use the Enlarge effect, the spell no longer require concentration. Additionally, your Soul of Lost Ostoria feature gains upgraded benefits:
Cloud Giant: As part of this feature, you can now teleport an additional number of ft equal to your Constitution modifier x 5 (minimum of 5 ft)
Fire Giant: As part of this feature, your sorcerer cantrips or spells can now gain a bonus to their damage rolls equal to double your Constitution modifier (minimum of 2)
Frost Giant: As part of this feature, you instead gain temporary Hit Points equal to double your Constitution modifier (minimum of 2). But if the spell is Armor of Agathys or another spell that grants temporary Hit Points, you instead increase its temporary Hit Points by an amount equal to double your Constitution modifier (minimum of 2)
Hill Giant: As part of this feature, you can now target up to two creatures within 10 ft of you that you can see
Stone Giant: As part of this feature, you instead gain a bonus to your AC or saving throw equal to your Constitution modifier (minimum of +2) until the beginning of your next turn
Storm Giant: As part of this feature, you can instead choose creatures that you can see within 30 ft of you to take lightning damage equal to double your Constitution modifier (minimum of 1)
Blessing of the All-Father: At 18th level, your Constitution score increases by 2, up to a maximum of 22. Additionally, whenever you cast the Enlarge/Reduce 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:
Your current Hit Points and your Hit Point Maximum both increase again by your sorcerer level
Your reach increase by an additional 5 ft
Your walking speed increases by an additional 10 ft
You gain an additional bonus to the damage rolls of your weapon attacks, as well as your sorcerer cantrips and spells. The bonus equals double your Constitution modifier (minimum of 1)
Its still pretty schizophrenic. Why not just allow the giant sorcerer to use con as his/her casting stat instead of (or in addition to? eh, eh???) charisma?
The changes you've made are signaling "hey! CON is important" while basically walking back that change by saying don't build con. I also don't like the fact that you are adding a new drain on sorcery points, and would recommend adding "and ignore the sorcery point cost" to the end of the phrases beginning with "If the spell you cast was from your Mark of the Ordning spells "
Rage of Fallen Ostoria: Consider the following:
Rage of Fallen Ostoria: Starting at level 14, new spells are considered to be Giant Soul spells and therefore benefit from Soul of Lost Ostoria bonuses, where applicable.
Cloud Giant: Illusion spells
Fire Giant: Any spell that does at least 1 point of Fire damage
Frost Giant: Any spell that does at least 1 point of Cold damage
Hill Giant: Conjuration Spells
Stone Giant: Abjuration Spells
Storm Giant: Any spell that does at least 1 point of Thunder damage
Thanks for the input though you will have to clarify some things for me @Diplomacy
As Con is still pretty important to many character's survivability (especially for the Sorcerer and Wizard classes), I feel having Charisma still being their spell-casting stat while having additional abilities focus on Con is a way for those two stats to bounce off of each other. And Con is present for (at least in damage rolls) in this ability in the Rage of Fallen Ostoria feature for their spells so I have that there
Most of the benefits are in favor of having a higher Con, how does it walk back on that need for it? Are you stating that there is TOO much focus on Con or what?
Additionally, it's not a 'drain' on sorcery points, it's another method to actually want to use them. It's a main stay feature in the Sorcerer class and there is only two reasons to use them; creating/generating spell slots and Metamagic. Plus other subclasses do (and often should) have additional benefits around sorcery points to give unique ways the class can use that benefit. So I don't really feel getting rid of them will help as it just narrows the spell's you can use back down to the Mark of the Ordning spell list
Now, as far as the original Giant Soul goes, that is a great ability to way to expand the use of the Ordning spells to a degree, though I will say some of them are a bit off.
Frost Giants are about generating temporary Hit Points so (with the exception of Ray of Frost) it doesn't compute well and I would maybe change it to Enchantment spells as well? Though I feel an argument can be made for either but that's my two cents
Hill Giants I would maybe change to either Transmutation or Enchantment, Conjuration makes little sense in the original design and not for Hill Giant philosophy to change and smash stuff
Over all, you provide some fixes to the original Giant Soul but I'm not sure we see eye to eye in that philosophy either, but I appreciate you taking the time to post your thoughts
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
The problem, though is that a Giant soul sorcerer needs to split their stats more than the dragon soul who gets similar benefits in most cases, but based (sanely) on their casting attribute, rather than having their casting based on one attribute and their bonuses based on another. Con is necessary for survivability... and CHA is used for RPing. The goal of MOST sorcerers is not to get hit in the first place. If someone wants to do something different, imo, you should embrace it. I don't see a sorcerer with 50 HP instead of 26 to be totally broken, so I don't know why they HAVE TO be a charisma caster.
What I meant was that, by giving 10' + X or 2AC + X you are encouraging people to max out dex and cha, and not giving any real incentive to con at all. Yes, boosting con will give you bonuses, but the utility between teleporting 15 feet (minimum) vs 20 feet or 25 feet isn't worth 2 ASIs... so you are still going to run down the cha/dex path (primary casting vs defense) and you're going to ignore the main features of your class. This is also what I meant by the class being "schizophrenic."
I didn't say get rid of them, I said allow your players to gain the benefits for free when using their mark of the ordening spells. Allowing your players to gain the benefit at ANY TIME is really cool. Taking away the main benefit of the subclass unless you pay a really steep fee, is not. Also, while more ways to use sorcery points is cool, they are very limited. Sacking off high level spell slots for a small boost to AC or an extra 4 damage is not very efficient, and again, dragon-blood gets both... for FREE!
Do what you want with the thing. My main point was that you should broaden the base beyond the 3 spells you get practically at level 1... because by level 14, you aren't going to be casting minor illusion (or resistance, or shocking grasp) every single round, and a class that tries to PUSH YOU to cast minor illusion every single round at level 14 is not a very good subclass, imo... not unless you are going to seriously buff the _____ out of those cantrips so that they can compete with the warlock (cha based, cantrip-centered caster) and the other classes that actually get to use their class features. I thought doing it by school was cool, unique, quick and dirty, but it was more of a direction that you should look at... I mean if you are going to fix the thing, then fix it.
Ok I see what you are saying now. Thank you for the clarification.
Charisma is the spell-casting modifier for Sorcerers so I'm hesitant to allow the change in the first place but I can see it as an option for my reworking after I retool it some more
I see what you mean here but that's for those who are fully going for an optimized route, though I should be sensitive towards that front as well. How can I retool it to work a bit better?
Sorcery points are easy to come by and spending 1 or 2 points on an additional effect is not at all steep (since Metamagic works the same way), but I can see your point. The reason I added the sorcery point bit is because it allows the abilities to be used at any time with any spell (to an extent for some) but it would work better if you used the Mark of the Ordning spells, so there wasn't a reliance on those spells. So you are suggesting that using a Mark of the Ordning spell would make the ability free? Some of the abilities would have to be retooled a little but hat's a neat idea to keep in mind
My third point covers the basis I had for this
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
I still personally dislike the disassociation between low level spellcasting boosts, and high level giant-form-fighting. By level 14, we're pretty much in a state where running to the front line is kind of dumb - you will have crap for attack rolls and better damage with your cantrips, you lack the variety of defenses a wizard gets*, and you likely will be carrying around a staff of fire, or something that lets you fling fireballs around. Level 14 is a terrible time to switch tactics up. The only real advantage of Rage is the extra hit points and advantage on CON saves (though likely redundant if War Caster).
All in all, Rage of Fallen Ostoria is a ****** form of Tenser's Transformation. You don't even get Extra Attack, a necessity at this level if you want to do weapon damage.
* while its child's play for a wizard to have mage armor, shield, and mirror image at their fingertips, on top of going Bladesong, sorcerers have limited spells known on top of a tendency to cannibalize spell slots for sorcery points.
Hm... The more I look at Rage of Fallen Ostoria, the more it does seem like a bad ability. I like the flavor of it and tried to make it appeal to spell-casting as well but it seems it needs some retooling. Any ideas how I can make it better?
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
The fundamental problem we have going on here is that the subclass has two styles in play here. First two levels have Ordnance spells and upgrades to said spells, and last two involve turning into a giant and fighting like a giant. That's two distinct styles of play at low level, then high. We should combine them into
What I would recommend is to give Enlarge / Reduce as a spell for free as another new Ordnance (spelling?) spell, then give some extra benefits for casting it on yourself instead of others. This way we keep the emphasis on Ordnance spells, but can also play as a giant type without worry. We then further alter 14 and 18 to make them further work with new giant-type spells, or even more benefits for these early game spells. That way, we can ensure decent scaling throughout the full game for all spells involved.
Ok, so let's say as part of the 6th lvl bundle, we give Enlarge/Reduce for free to them as a Mark of the Ordning spell (Ordning is the ranking system giants use to determine the differences between their species so it's spelt right) and give Hill Giants something else for their third level spell. So I may go with Diplomacy's idea and make the Ordning spells have access to the Soul of Lost Ostoria benefits without the sorcery point cost, to keep the versatility of it and give extra merit to their Ordning spells. So at 14th level is the real problem here. I don't want to say all of a certain type of spell can be used with the extra benefits for free (cause that entitles them to abuse) but maybe we can have the extra benefits from 6th lvl be upgraded there and maybe add some new spells? idk
And I don't know what to do with the 18th level ability, besides keeping the Con stat up.
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
personally, I think Rage of Fallen Ostoria would be good if multi-classed with either a Barbarian or maybe Fighter, possibly Paladin, if you just want to be a Giant Soul Sorcerer than you are pretty much going to never use this ability unless you are intending to intimidate an NPC for Role-Playing purposes...
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That moment when you jokingly say "Rocks fall; everyone dies" only to have the DM, mere seconds after saying that, drop rocks on the party and you're the only one who fails the Dex. Saving throw... Murphy's Law is in affect.
(Ordning is the ranking system giants use to determine the differences between their species so it's spelt right)
Ah, yep. I'm just too lazy to look up how to spell it.
So at 14th level is the real problem here. I don't want to say all of a certain type of spell can be used with the extra benefits for free (cause that entitles them to abuse) but maybe we can have the extra benefits from 6th lvl be upgraded there and maybe add some new spells? idk
And I don't know what to do with the 18th level ability, besides keeping the Con stat up.
Well, perhaps we can keep Rage of Fallen Ostoria, but give a series of benefits that allows you to be either backrow caster or front row melee. The theme of transforming into a giant is pretty cool, and I think its what a lot of people would love to see out of the subclass. The fundamental problem being that the sorcerer lacks the HP, AC, strength and features to make it worthwhile to attack with.
So, by giving Extra Attack at level 6 when under the effects of Enlarge, for instance? We can keep the theme of turning-into-a-giant type. By level 18, you should be able to simulate what feels storm giant's 29 strength as well as general toughness through various bonuses, advantages, and Ordning spells. Being able to turn Huge is also a good sign of the class, I think, since most Ordnings are that size. Currently, you can do that through a combination of Enlarge and Rage, so that's desirable to keep about, I think.
I would also add the ability to wear medium armor, I think, to the class.
Nice work still a bit MAD but works pretty well for the mountain dwarf I plan on running use his proficiencies to swing a battle-axe around and being big and tanky with frost giant temp hp. Really like the abilities flowing together more. Think people forget that if you wade into melee you should trade some spell efficiency for tankiness and melee potential as opposed to a full blaster caster.
So I was reading the pdf and under the 6th level ability Frost Giant it says basically the same thing for casting Armor of Agathys. But above it mentioned using a sorcery point .
Frost Giant: Immediately after you cast a sorcerer spell of 1st level or higher, you can spend 1 sorcery point and gain a number of temporary Hit Points equal to your Constitution modifier (minimum of 1), but if the spell is Armor of Agathys or another spell that grants temporary Hit Points, you instead increase its temporary Hit Points by an amount equal to your Constitution modifier (minimum of 1).
The idea of getting the advantage on attacks with simple or martial weapons i think would be a good addition to the later version of the rage of fallen ostoria, but even without that as this version currently stands I like it much more than the original.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
@Greaterfiend00 I would certainly agree there. While there are spells to facilitate a spellsword fantasy, a subclass should be able to stand on its own merits instead of completely relying on magic (Unless the subclass revolves around the concept of course). But I'm glad this works well for your PC! Mind if I ask how he fared in the realm of combat? I love stories and would be cool to get further feedback as I can't play test as much as I balance by eyeballing it.
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
@Bog97th No, this is my personal re-editing of the subclass (basically a homebrew) so there will be minor differences in it. In the original UA version, when you cast a Mark of Ordaining spell, it granted the temp HP but since temp HP can't stack, they added the clause for Armor of Agathys to allow it to work. In my version, you can activate this whenever you cast any sorcerer spell by spending the sorcery point(s) (making it a pseudo Metamagic feature) but you can activate it for free if you happen to cast one of your Mark of Ordaining spells, so it adds a touch more utility and gives another reason to spend sorcery points instead of focusing on ~2 spells to activate a subclass feature for a rather nice benefit.
Sorry for the confusion there. Anything else I can help clear up?
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
@HeroZero Eh, I'm not super keen on that as in this version, Enlarge/Reduce is basically no longer concentration if cast as a Self spell, so thats free advantage for a minute as well as another concentration spell so that's a bit much since a sorcerer will most certainly cast it without a shadow of a doubt. But I'm really glad you enjoyed it! Thank you!
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
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Hello all! Here's my personal retooling of the Giant Soul sorcerer subclass option found within the Unearthed Arcana pages. I liked the base fundamentals of this option but a lot of the options were really restricting or just forced you into a roll that sorcerers tend not to want to be in. So I added some options to make it more beneficial on all fronts will using Sorcery Points and adding options to make things more useful all around. As per usual, feel free to test this out in your games (just make sure to give credit where it is due) and tell me how it went and what changes I can make to make this better.
This post NOW ONLY contains the newest draft of the Giant Soul rework: a revamped version I am using with critique from users Diplomacy and Mephista called Favored by the Giants
//***Favored by the Giants_2.0***\\ ~(Title is still a work in progress...)
Jotun Resilience: 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, your Constitution score increase by 1, up to a maximum of 20.
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. ~(As Enlarge/Reduce is now a free spell for all to take at 6th level, I chose Protection from Poison as Hill Giants are known for their insane Constitution and ability to shrug off poisons with ease)
Soul of Lost Ostoria: Starting at 6th level, you gain 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 when you use the Enlarge effect: ~(This is a hybrid version of the original Rage of Fallen Ostoria ability centered around the Enlarge/Reduce spell to give credit to emphasis on being a potential melee/spell-caster fighter or simply to gain more HP)
Additionally, you can use your sorcery points to grant additional benefits when casting your sorcerer spells based on your giant heritage. If you cast one of your Mark of the Ordning spells, you can gain this benefit for free:
Rage of Fallen Ostoria: At 14th level, whenever you cast the Enlarge/Reduce spell on yourself and use the Enlarge effect, the spell no longer require concentration.
Additionally, your Soul of Lost Ostoria feature gains upgraded benefits:
Blessing of the All-Father: At 18th level, your Constitution score increases by 2, up to a maximum of 22.
Additionally, whenever you cast the Enlarge/Reduce 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:
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
Its still pretty schizophrenic. Why not just allow the giant sorcerer to use con as his/her casting stat instead of (or in addition to? eh, eh???) charisma?
The changes you've made are signaling "hey! CON is important" while basically walking back that change by saying don't build con. I also don't like the fact that you are adding a new drain on sorcery points, and would recommend adding "and ignore the sorcery point cost" to the end of the phrases beginning with "If the spell you cast was from your Mark of the Ordning spells "
Rage of Fallen Ostoria: Consider the following:
Rage of Fallen Ostoria: Starting at level 14, new spells are considered to be Giant Soul spells and therefore benefit from Soul of Lost Ostoria bonuses, where applicable.
Thanks for the input though you will have to clarify some things for me @Diplomacy
Over all, you provide some fixes to the original Giant Soul but I'm not sure we see eye to eye in that philosophy either, but I appreciate you taking the time to post your thoughts
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
Ok I see what you are saying now. Thank you for the clarification.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
I still personally dislike the disassociation between low level spellcasting boosts, and high level giant-form-fighting. By level 14, we're pretty much in a state where running to the front line is kind of dumb - you will have crap for attack rolls and better damage with your cantrips, you lack the variety of defenses a wizard gets*, and you likely will be carrying around a staff of fire, or something that lets you fling fireballs around. Level 14 is a terrible time to switch tactics up. The only real advantage of Rage is the extra hit points and advantage on CON saves (though likely redundant if War Caster).
All in all, Rage of Fallen Ostoria is a ****** form of Tenser's Transformation. You don't even get Extra Attack, a necessity at this level if you want to do weapon damage.
* while its child's play for a wizard to have mage armor, shield, and mirror image at their fingertips, on top of going Bladesong, sorcerers have limited spells known on top of a tendency to cannibalize spell slots for sorcery points.
@Mephista Thanks for your imput
Hm... The more I look at Rage of Fallen Ostoria, the more it does seem like a bad ability. I like the flavor of it and tried to make it appeal to spell-casting as well but it seems it needs some retooling. Any ideas how I can make it better?
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
The fundamental problem we have going on here is that the subclass has two styles in play here. First two levels have Ordnance spells and upgrades to said spells, and last two involve turning into a giant and fighting like a giant. That's two distinct styles of play at low level, then high. We should combine them into
What I would recommend is to give Enlarge / Reduce as a spell for free as another new Ordnance (spelling?) spell, then give some extra benefits for casting it on yourself instead of others. This way we keep the emphasis on Ordnance spells, but can also play as a giant type without worry. We then further alter 14 and 18 to make them further work with new giant-type spells, or even more benefits for these early game spells. That way, we can ensure decent scaling throughout the full game for all spells involved.
@Mephista
Ok, so let's say as part of the 6th lvl bundle, we give Enlarge/Reduce for free to them as a Mark of the Ordning spell (Ordning is the ranking system giants use to determine the differences between their species so it's spelt right) and give Hill Giants something else for their third level spell. So I may go with Diplomacy's idea and make the Ordning spells have access to the Soul of Lost Ostoria benefits without the sorcery point cost, to keep the versatility of it and give extra merit to their Ordning spells. So at 14th level is the real problem here. I don't want to say all of a certain type of spell can be used with the extra benefits for free (cause that entitles them to abuse) but maybe we can have the extra benefits from 6th lvl be upgraded there and maybe add some new spells? idk
And I don't know what to do with the 18th level ability, besides keeping the Con stat up.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
personally, I think Rage of Fallen Ostoria would be good if multi-classed with either a Barbarian or maybe Fighter, possibly Paladin, if you just want to be a Giant Soul Sorcerer than you are pretty much going to never use this ability unless you are intending to intimidate an NPC for Role-Playing purposes...
That moment when you jokingly say "Rocks fall; everyone dies" only to have the DM, mere seconds after saying that, drop rocks on the party and you're the only one who fails the Dex. Saving throw... Murphy's Law is in affect.
Ah, yep. I'm just too lazy to look up how to spell it.
Well, perhaps we can keep Rage of Fallen Ostoria, but give a series of benefits that allows you to be either backrow caster or front row melee. The theme of transforming into a giant is pretty cool, and I think its what a lot of people would love to see out of the subclass. The fundamental problem being that the sorcerer lacks the HP, AC, strength and features to make it worthwhile to attack with.
So, by giving Extra Attack at level 6 when under the effects of Enlarge, for instance? We can keep the theme of turning-into-a-giant type. By level 18, you should be able to simulate what feels storm giant's 29 strength as well as general toughness through various bonuses, advantages, and Ordning spells. Being able to turn Huge is also a good sign of the class, I think, since most Ordnings are that size. Currently, you can do that through a combination of Enlarge and Rage, so that's desirable to keep about, I think.
I would also add the ability to wear medium armor, I think, to the class.
@ literaturecult46 I do agree on that front but I want the elements to be useful for more than intimidation purposes
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
@Mephista Ok taking what I learned into account and using some of your ideas, I made a 2.0 version in the original post. Mind taking a look at it?
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
Nice work still a bit MAD but works pretty well for the mountain dwarf I plan on running use his proficiencies to swing a battle-axe around and being big and tanky with frost giant temp hp. Really like the abilities flowing together more. Think people forget that if you wade into melee you should trade some spell efficiency for tankiness and melee potential as opposed to a full blaster caster.
So I was reading the pdf and under the 6th level ability Frost Giant it says basically the same thing for casting Armor of Agathys. But above it mentioned using a sorcery point .
Frost Giant: Immediately after you cast a sorcerer spell of 1st level or higher, you can spend 1 sorcery point and gain a number of temporary Hit Points equal to your Constitution modifier (minimum of 1), but if the spell is Armor of Agathys or another spell that grants temporary Hit Points, you instead increase its temporary Hit Points by an amount equal to your Constitution modifier (minimum of 1).
I'm assuming the pdf had an error.
Correct?
The idea of getting the advantage on attacks with simple or martial weapons i think would be a good addition to the later version of the rage of fallen ostoria, but even without that as this version currently stands I like it much more than the original.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
@Greaterfiend00 I would certainly agree there. While there are spells to facilitate a spellsword fantasy, a subclass should be able to stand on its own merits instead of completely relying on magic (Unless the subclass revolves around the concept of course). But I'm glad this works well for your PC! Mind if I ask how he fared in the realm of combat? I love stories and would be cool to get further feedback as I can't play test as much as I balance by eyeballing it.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
@Bog97th No, this is my personal re-editing of the subclass (basically a homebrew) so there will be minor differences in it. In the original UA version, when you cast a Mark of Ordaining spell, it granted the temp HP but since temp HP can't stack, they added the clause for Armor of Agathys to allow it to work. In my version, you can activate this whenever you cast any sorcerer spell by spending the sorcery point(s) (making it a pseudo Metamagic feature) but you can activate it for free if you happen to cast one of your Mark of Ordaining spells, so it adds a touch more utility and gives another reason to spend sorcery points instead of focusing on ~2 spells to activate a subclass feature for a rather nice benefit.
Sorry for the confusion there. Anything else I can help clear up?
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
@HeroZero Eh, I'm not super keen on that as in this version, Enlarge/Reduce is basically no longer concentration if cast as a Self spell, so thats free advantage for a minute as well as another concentration spell so that's a bit much since a sorcerer will most certainly cast it without a shadow of a doubt. But I'm really glad you enjoyed it! Thank you!
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1