Your growing bond with your giant ancestry has caused your belt to gain further apparel. While wearing this harness, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Whilst wearing this gear, your unnarme attacks become 1d10+STR magical bludgeoning damage. While under the effect of Giants blood, your unarmed attacks gain +3 Damage
Static. As a bonus action or reaction to taking damage, you can charge an object within 10 feet of you. The object must be conductive, if a creature ends its turn within 5 feet of a chared object it takes 1d6 lightning damage.
Lightning. When you hit with a melee attack, you can cause the target to take an extra 2d6 lightning damage.
Storms Friend. You have resistance to lightning damage.
Thunder Tamer. As an action, you can emit a sonic boom within 10 feet of you, harmlessly pushing away creatures or objects of medium size or smaller by 10 feet.
Thunder. When you hit with a melee attack, you can emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. You can only use the Thunder ability a number of times equal to your proficiency bonus; you regain all charges at dawn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Giants Blood. You can change your size to Large at will.
The harness has 10 charges for the following properties. The harness regains 1d8 + 1 expended charges daily at dawn.
Spells. While wearing the harness, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, spell save DC 15 and spell attack bonus +3: Shocking Grasp (1 Charge), Thunderclap (1 Charge), Absorb Elements (2 Charges), Witch Bolt (2 Charges), Thunderous Smite (2 Charges) Gust of Wind (3 Charges), Warding Wind (3 Charges), Thunder Step (4 Charges).
Notes: Set: Strength Score, Buff, Belt
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