Base Class: Druid
Druids of this circle wield ancient runes of giant kind, reshaping their bodies into true giants and manifesting the elemental essence of the Ordning. WARNING: Is a strong subclass, use in you campaigns with caution, and or if your really cool. Made for the new 2024 druid.
Level 3: Level 3: Giant shape
As a bonus action you may wild shape (Using 2024 rules) as a giant of a Cr equal to 1/3rd rounded up of your druid level. If the Giant uses weapons to attack your weapon morphs to match it in size and power (eg. Quarter staff -> Ogres Battleaxe) Any bonus the weapon may have stays with the giants weapon.
Level 3: Level 3: Runic Infusions
The power of Runes comes naturally to you, though not every rune compatible with each other. At level 3,6 and 10 you choose which of the rune groups below you want to gain access too. Two runes from the same bracket cannot be used at once, but runes from other brackets can. You can swap which runes you want active out of those you have access too at the end of a long rest. Runes take concentration from user to stay active.
Temperature runes:
Fire Rune
Melee attackers take fire damage = Druid level
Melee attacks deal +2d6 fire once per turn
Bonus action: Creatures of your choice within a 15-ft radius must make a druid spell save dc dex save or take 4d6 fire damage
Frost Rune
Melee attacks deal +1d8 cold once per turn, and reduce targets speed -10 ft..
10-ft radius ice aura (difficult terrain).
Temp HP = 2 × PB at start of your turn.
Enemies in aura take 1d6 cold damage at start of their turn.
Will Runes
Stone Rune
Under the effects of stone skin
Bonus Action: Creatures of your choice within a 20-ft radius are hit by a Seismic burst and must make Dex save equal to your druid dc or take 4d8 thunder damage and be knocked prone
Cannot be forcibly moved.
Storm Rune
Melee attacks +2d4 lightning once per turn.
When damaged by creature within 60 ft: Use a reaction to deal 3d10 lightning damage to whoever dealt said damage
Reach +10 ft. to attacks
Enemies hit by your lightning have disadvantage on their next attack.
Form Runes:
Cloud Rune
Fly speed = Walk speed, if you can already fly add 30 ft to your speed
Bonus action: teleport 30 ft.
Once per turn: +PB +2 thunder damage to an attack
Allies in 20 ft gain +10 ft movement
Hill Rune
+30 temp HP on transform.
On kill: regain HP = 2 × (Wis mod + PB).
Wack-a-mole : Once during your turn when you make an attack against a creature Enemies within 10 ft of your melee attack must succeed on Strength save or be knocked up into the air 30 feet
Level 6: Level 6: Runic Pressure
When you wildshape your runic energy pulses ou of you allowing you to gain the following effects:
Temp HP = 5 × druid level.
Add Wisdom modifier to Con saving throws
Choose one 20-ft aura per transformation, lasts for giant form duration:
Fire Aura: Creatures of your choice within the aura take 2d10 fire damage at the start of their turn.
Frost Aura: Creatures of your choice within the aura have their speed reduced by 20 ft; and take 2d6 cold damage at start of their turn.
Storm Aura: Creatures of your choice within the aura have disadvantage on the first attack of their turn
Stone Aura: Creatures of your choice within the aura must make a strength save equal to your spell save dc or take 3d8 bludgeoning and are knocked prone.
Cloud Aura: You are heavily obscured to enemies, You and flying allies gain +20 ft movement
Hill Aura: Creatures of your choice within the aura have disadvantage on Strength, checks and saves.
Level 10: Level 10: Giant+1
You can choose to increase your size by two steps at-will
+3 AC to giant stat block.
Giant attacks add Pb to damage
(Optional/up to Dms discretion): Cr of Giants you can transform into is equal to your ½ your druid level (rounded down)
Runes become more powerful:
Fire: all fire damage ignores resistance and sets targets ablaze for 1d6 fire damage per turn.
Frost: When attacks reduce enemy speed to 0 they are frozen making them unable to take reactions.
Storm: Your lightning reaction deals 5d10 lightning damage and and a creature struck by it must make a wisdom save or be stunned until the start of your next turn
Stone: immune to grapple/restrain, seismic burst 6d10, enemies knocked prone on failed save.Gain the brute trait
Cloud: fly speed bonus becomes+50 ft, teleport 40 ft.
Hill: temp HP +40, On kill: regain HP = 3 × (Wis mod + PB)., Whack-a-mole knocks enemies prone and deals 4d10 bludgeoning on a failure, half on a success.
Level 14: Level 14: True Giant Shape
Once per long rest (or 2 Wild Shapes), Cr of Giants you can transform into increases by half your PB (rounded down) and gain these effects for the next minute when doing so.
Effects:
Runes do no require concentration.
Speed +30 ft.
Advantage on strength, and constitution saves
Can choose one other creature to gain the effects of one of your runes upon transformation
Runic Ascension:
Each receives further enhanced effects:
Fire Rune: +3d6 fire on attack once per turn, Eruption deals 10d6 fire, targets are set ablaze for 2d6 fire per turn.
Frost Rune: Attacks reduce creatures Speed by 20 ft and when reduced to 0, lose their reactions and are restrained aura deals 4d6 cold per turn.
Storm Rune: reach +15 ft, reaction deals 9d10 lightning damage , lightning can push a target up to 30 feet away.
Stone Rune: Seismic burst 8d10, enemies knocked prone and pushed 15 ft.
Cloud Rune: fly speed + 70 ft, teleport 60 ft, allies gain advantage on dex saves when within 30 feet of you
Hill Rune: temp HP 60, On kill: regain HP = 4 × (Wis mod + PB), Whack-a-Mole deals 6d10 bludgeoning.
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