Base Class: Monk
Monks who follow the path to become Warriors of the Giant-Kin revere the power and grandeur of the Giants. They do this through gruelling physical, psychological and elemental training and would overtime learn to harness not just the raw physical power of the giants but to also harness the primordial elemental energy they have access too.
Gigantic Discipline
3rd-level Warrior of the Giant-Kin feature
Your mastery of your Focus allows you to summon a portion of the Giants powers and might. When you pick this path you can spend 1 Focus Point to harness elemental energy and imbue your strikes with it as well as understanding the runes of the giants and the magic they hold so you are now able to tattoo these runes onto your person. You can also now speak giant.
Elemental prowess of the Giants
At 3rd-level you start to grow a bond with the elemental might of the giants allowing you to infuse your unarmed strikes with primordial elemental energy. As a bonus action you can spend 1 Focus point in which you must then roll a d6 and whatever number the dice lands on is the extra damage dealt using your two of your martial arts die. This last for 10 minutes and whatever elemental damage the number of the dice lands on your are now resistant to it.
Higher levels: At level 9 you can then spend 2 Focus points to choose the elemental damage instead of rolling for it. As well as this at level 12 the damage you would gain temporary resistance you now gain temporary immunity.
|
D6 |
GIANT DAMAGE TYPE |
|
1 |
Hill Giant - Poison |
|
2 |
Stone Giant - Force |
|
3 |
Frost Giant - Cold |
|
4 |
Fire Giant - Fire |
|
5 |
Cloud Giant - Thunder |
|
6 |
Storm Giant - Lightning |
Tongue of Giant
At 3rd-level when you choose this monastic tradition you can speak, read and write Giant if you can't already as well as one other language of your choice.
Runic Tattooing
At 3rd-level you've learned the importance of giant runes and the magical properties that emulate from them and now know not only how they work but how to make and use them through tattooing these symbols on your skin to enhance your combatant prowess and abilities. This ranges from the runes of the stone giants to runes as powerful as the storm giants.
Rune of Cloud
You gain advantage and proficiency on 'Sleight of Hand' checks. You also gain the ability to reduce damage by 1d12 to yourself or allies that you can see that are within a 20ft range as many times equal to your wisdom modifier.
Rune of Flame
You gain advantage and proficiency in 'Smithing tools', 'tinkers tools' and great weapons. You can also cast the 'Heat Metal' and 'Control Flames' cantrip.
Rune of Frost
You gain advantage and proficiency in 'Intimidation' and 'animal handling' checks. You also gain the 'Tough' feat.
Rune of Stone
You gain advantage and proficiency on 'Medicine' checks. You can as a bonus action activate this rune for 1 minute gain resistance to slashing, piercing and bludgeoning damage.
Rune of the Hill
You gain advantage on poison saving throws. You can also cast the 'Mage Armour' spell. (Mage armour adds AC to your pre-existing AC)
Rune of the Storm
You gain advantage and proficiency in 'Arcana' checks. You also learn the 'Shocking Grasp' cantrip along with the spells 'Chain Lightning' and 'Call Lightning'.
Giant-Self
6th-level Warrior of the Giant-Kin feature
At 6th-level you can enlarge to large increasing your reach to 10ft as well as an extra 1d8 to all melee damage. You can also when in this form spend 1 Focus point and add that extra damage die to whatever attack. Such as extra elemental damage or can be used on checks like ability or saving throws.
In this form gain an extra 10ft of movement and advantage on strength checks as well as advantage on any saving throw you make to end the Grappled condition. As well you also count as one size larger when determining your carrying capacity.
Giant Augmentation
11th-level Warrior of the Giant-Kin feature
When reaching 11th-level in this monastic tradition your use of reaching into and exploring the spiritual power of the giants is now starting to physically affect you. The following features are:
- Great Stature - The magics of your giant spirit alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
- Giant self - When you enlarge your d8 is now instead a d12
- Wave of the Elements - You can now as either as part of one of your attack actions and bonus action and spend 2 Focus point you can send a 10ft long and 1ft wide width wave of 3d10 (3d12 at level 17) of elemental energy that you have imbued on your fists at the opponent make a constitution saving throw and on a successful save take half damage. The saving DC will be your Focus saving DC.
- Augmented - Your strength, dexterity and constitution ability scores gain a +1 bonus.
Aspect of the True Giants
17th-level Warrior of the Giant-Kin feature
At 17th-level when you choose this monastic tradition you have unlocked the power of the true giants and you now gain aspects of the 6 true giant races including the Titans.
- Aspect of the Hill Giants - When you are in your enlarged form you give off a 15ft aura of empower giving allies an extra 1d8 to attack and melee damage.
- Aspect of the Fire Giants - You can channel at the maximum of 3 focus points to enhance armour and weapons to you or your allies for 12 minutes. The enhancement of weapons depends on how many focus points you put in. This would count as either an action or a bonus action in combat.
- Aspect of the Frost Giants - You gain an extra secondary action in combat.
- Aspect of the Cloud Giants - You now have the archaic sight of a cloud giant meaning you can see clearly through anything wether that is darkness/magical darkness, fog and can even see through magical illusions and are able to see through invisibility. Along with the ability to cast a cloud of fog as a bonus action giving enemies disadvantage on attack rolls or spells that would need them to see. You also gain expertise on perception.
- Aspect of the Storm Giants - You can now breathe underwater and gain resistance to necrotic damage. Along with you gaining a swimming speed equal to your walking speed. As well as dealing an extra 2d4 of lightning damage on attacks.
- Aspect of the Titans - You gain +1 to Intelligence, Wisdom and Charisma ability scores. You can also as an action cast 'Meteor Swarm' once and 'Holy Smite' 3 times as a special but to cast these spells more than what you are allowed will cost 4 Focus points. You can also cast the spell 'Raulothim’s psychic lance' equal to half of your proficiency bonus and will cost 2 Focus points to use more than is allowed along with now having resistance to psychic damage.
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Posted Sep 7, 2024Hello D&D Beyond community This is my first Homebrew Subclass so I would love feedback on what I need to improve.
Cheers, THP2004.