Base Class: Sorcerer
The giants once dwelled in a fabled realm they deemed as a paradise for their folk that reflected their mastery of the mortal realm. In time, their realm fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered their realm. Since that time, they have spread across the many worlds ofthe multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.
Giant Magic
You learn additional spells when you reach certain levels in this class, as shown on the Giant Spells table. In addition, you can also learn one smite spell from the Paladin spell list and another smite spell when you reach 3rd, 5th, 7th, and 9th level. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Giant Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | absorb elements, thaumaturgy |
| 3rd | enlarge/reduce |
| 5th | protection from energy |
| 7th | elemental bane |
| 9th | passwall |
Jotun Warrior
The resilience and prowess of giants flows through your body. At 1st level, you gain the following benefits:
- You gain proficiency with shields, simple weapons, and martial weapons.
- Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
- While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Moreover, when you hit a creature with a melee weapon attack, you can expend up to a number of sorcery points equal to your proficiency bonus to deal damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for every sorcery point spent, and the damage type can be acid, cold, fire, lightning, or thunder damage.
Giant's Fury
Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can invoke the fury of the giants inside of you. This fury lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:
- Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Resilient Colossus
At 18th level, your Constitution score increases by 2, up to a maximum of 22.
In addition, whenever you are under the effects of your Giant's Fury feature, you can extend the duration by an hour using a bonus action and expend 5 sorcery points. You also have resistance to bludgeoning, piercing, and slashing damage while under the effects of the Giant's Fury feature.
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