Base Class: Druid
Druids of the Circle of the Giants practice the ancient giant art of runic magic and use runes to draw power from the same primordial elemental force as the giants, mimicking their physical and magical might. Some were born into families with ties to the giants, some met and learned the art from a living giant, and others follow the teachings of ancient giant sages through runes carved on hidden monoliths in places untouched by civilization. Whatever their origin may be, these Druids seek to maintain the balance of the natural world and gain mastery over the elements as the ancients giants once did.
Level 3: Circle of the Giants Spells
When you reach a Druid level specified in the Circle of the Giants Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Thunderclap, Shield, Thunderwave, Shatter, Hold Person |
| 5 | Conjure Barrage, Protection from Energy |
| 7 | Ice Storm, Wall of Fire |
| 9 | Destructive Wave, Hold Monster |
Level 3: Giant Shape
You can temporarily embody the might of a giant. As a Bonus Action, you can expend a use of your Wild Shape to take on a giant-like form. You gain the following benefits for 1 hour or until you use a Bonus Action to end this effect early.
Giant Stature. Your size increases to Large if there is room to do so.
Giant Constitution. You gain proficiency with Constitution saving throws and you can use your Wisdom modifier instead of your Constitution modifier when making saving throws to maintain Concentration on a Druid spell.
Giant Presence. You have Advantage on Strength (Athletics) and Charisma (Intimidation) checks.
Level 3: Runic Casting
You learn Giant if you do not already know it and you can carve ancient magic runes in the air to cast your Druid spells, ignoring material components that are not consumed or do not have a cost specified by the spell.
Level 6: Giant's Throw
When you activate Giant Shape you can apply a rune to a weapon you are holding that lasts for the duration of Giant Shape. The weapon gains the Thrown property, with a normal range of 30 feet and a long range of 120 feet, and you can use your Wisdom instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon. If you throw the weapon you can have it return to your hand as a Bonus Action.
In addition, when you throw the weapon you can also cast a Druid spell targeting the creature, object, or location you throw the weapon at as part of the same action. The spell must be level 5 or lower and have a casting time of an action. You cannot use this feature to cast a spell that summons a creature.
If the weapon is thrown as an attack and misses, or if the spell cannot target a creature or object, the spell will be cast at the ground beneath the target. If the spell has a range of Touch it will only affect a creature or object the weapon hits. If the spell has a range of Self or creates an Emanation effect on yourself, the effect is instead attached to the weapon and the Emanation can be moved by moving the weapon.
Level 10: Runic Protection
When you activate Giant Shape protective runes appear on your body. Choose any damage type except Force, Necrotic, Psychic, and Radiant. You gain Resistance to this damage type and your Armor Class increases by +2 for the duration of Giant Shape.
Level 14: Ancient Mastery
You have mastered the runic magic of the ancient giants. When you activate Giant Shape you can expend an additional use of your Wild Shape to empower the runes on your body and your weapon. You can increase your size to Large or Huge (your choice) and spells you cast with Giant’s Throw gain a +2 bonus to spell attack rolls and spell save DC. If you do this, the duration of Giant Shape decreases to 1 minute.
Once you use this feature you cannot do so again until you finish a Long Rest.
Previous Versions
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11/5/2025 6:55:16 AM
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Coming Soon
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Posted Nov 5, 2025Version 1.5
I wasn't completely happy with the Version 1 spell list. Mostly because, while it was clear to me why each spell was included and its thematic purpose within the subclass, it doesn't seem like it was clear to others who have a much more limited imagination than I do. So I made some changes to refocus the the spell list on the Elemental Magic a giant would use, with spells like Shatter, Thunderwave, Ice Storm, Wall of Fire, and Protection from Energy.
If you're wondering why other spells are included, let me explain here so I don't have nasty comments about the choices I made.
Hopefully that explains things. I also made a few other minor changes and reduced the power of the level 10 and level 14 features to bring them in line with what other classes get at similar levels without making them extremely weak. An AC boost sounds strong but at level 10 it's ok, and the power of the level 14 feature is limited to 1 minute every day. I like where the Subclass is now, but any good faith constructive feedback that adheres to the goal of the Subclass is welcome.
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Posted Nov 5, 2025A Druid Subclass based off of using ancient giant runic magic. The main focus is throwing your weapon like a giant would and using that ability to cast spells through the weapon. The design goal here is to add versatility to your spell casting kit while letting you do a bit of damage. Give it a try, and tell me how it goes.
NOTE:
D&D Beyond does not allow you to share Homebrew Subclasses that include spells that are not in the 2024 Free Rules. That means that Thunderclap, Conjure Barrage, and Destructive Wave will not be automatically added to your prepared spells list like the other spells. It's very annoying but that's how the website functions, so if you use a D&D Beyond Character Sheet you'll either need to remember you have those spells (click on the description) or add them to your character manually.