Base Class: Barbarian
taking this path allows you to take on the qualities of whatever giant type you choose from the six choices. that being; Hill, stone, frost, fire, cloud, and storm. among the entire giant race, the clans tend to stick with themselves. it's exponentially rare for two giant races to interact with each other. even still, the ordning applies to them all in a social hierarchy based on common elements of culture, religion, and history. at the top of the hierarchy stands the Storm giants, followed by cloud giants, fire giants, frost giants, stone giants, and finally hill giants.
Giant kinship
At 3rd level, when you adopt this path, you choose a giant kinship and gain its feature. You must adopt a physical trait of the giant type - perhaps you're taller than normal for your race, perhaps your skin takes on a hue similar to that type. A hill giant may be fatter than normal, or one of frost giants may have blue skin, a kind of storm giants may have lightning in their eyes. you've met these giants before and seen their lifestyle firsthand. whether or not you fear them, revere them, or despise them is up to you.
Cloud Giant
When you take this kinship you gain proficiency in the persuasion skill. and when you are talking to any kind of giant, you have advantage on any persuasion or deception checks made while making conversation with the giant. in addition you gain a fly speed equal to half of your normal movement.
Cloud giant's consider themselves to be the top of the ordning, despite the storm giant's being higher than them. as such they live like royalty, and sometimes they are able to bring the rest of their kin together in order to create great empires of giants.
Fire giant
when you adopt this kinship at level 3, you gain proficiency in Smith's tools. Additionally, as an action you can breath a 15ft cone of flame. each target must make a dexterity save or take 1d10 fire damage or half on a successful save. this damage increases to 2d10 at 6th level, 3d10 at 10th, and 4d10 at 14th. the save DC is equal to 10+ your constitution modifier + your proficiency bonus. this ability recharges after a short rest.
The Fire giants are Magnificent artisans of metal and flame, some of them are responsible for crafting weapons of the gods, and creating mighty fortresses that could shake even the legions of Baator. Unfortunately most Fire giant's are hard slavers of dwarves and many other humanoid races.
Frost Giant
upon taking this kinship you gain resistance to Cold damage, and are immune to the effects of extreme cold weather. in addition while raging you can deal cold damage equal to your constitution modifier. you can do this an number of times equal to your constitution modifier, this ability recharges after a short or long rest.
Within the Ordning of the frost giants it is the strongest who rule, those with the greatest physical might prevail over all others. many frost giant's are raiders who live in the tundra's and mountains. the mightiest frost giant tame monsters like Rehmorhazes and white dragons as pets to show off their strength.
Hill giant
upon choosing this kinship, you permanently gain +2 to your constitution score, in addition, while you're raging you can make a bite attack as a bonus action. this attacks damage is 1d6+ your strength at 3rd level. 2d6 at 6th, 3d6 at 10th, and 4d6 at 14th. the might of a hill giant's gluttony is nothing to scoff at.
Stone giant
upon taking this kinship, you gain proficiency with stone cutting tools. in addition while raging, you have the ability to use your reaction to attempt to deflect/ catch incoming projectiles. when you do so, expend a hit dice, roll it, then add your barbarian level and your constitution modifier. the total is the amount your reduce the damage by. if the damage is reduced to 0. then as part of the same reaction you can throw the projectile back or at another target within 30ft of you, the projectile is an improvised weapon with the thrown property that you are proficient with. the damage is equal to your hit dice+ your strength modifier.
the Stone giant's are great artist's, creating memorizing murals of stone about historic event's long forgotten and statues depicting old gods. to the Stone Giants, Rock throwing and catching is an art form. those who possess great skill, in that as well as the stone carvings that embed themselves within majestic canyons, the summits of mountains and deep within the underdark.
Storm giant
upon taking this kinship, you gain resistance to Lightning and Thunder damage, your wisdom score increases by 2, to a maximum of 20, and lastly you can cast, the spells Augury and Thunderwave as an action without the need for material components. The Storm giants are the highest ranked in the Ordning. many, if not all of them, Isolate themselves away from each other, creating abodes far removed from civilization, in places like the bottom of the ocean, the summit of mountains, or even cloud palaces so high that many other creatures could never reach. Storm giant's are not just commaders of the weather, they are also seer's. diviners of the giant gods, and leaders in spiritual guidance.
Abilities of the Ordning
At 6th level, you gain a magical benefit based on the Giant kinship of your choice. You take on the benefits of the previous kinship choice at level 3.
Cloud Giant
When investigating an object, magic item or piece of wealth, you have advantage on skill checks when appraising what it is and if it's fake. In addition, you have advantage on charisma checks when negotiating payment for a quest/ job, or any other matter concerning money or good for that matter.
within the Cloud Giant Ordning, It is a giants wealth that decides their standing within it. not just in what they wear but in what they keep. often times cloud giants make bets between themselves over things they cannot influence or control (such as the outcome of a war). such bets can be for an exponential amount of wealth, kings ransoms traded between each other. however should a cloud giant be caught interfering in the bet (eg. partaking in said war) then the bet is nullified and the caught giant is declared the loser, therefore doing such things is taboo.
Fire Giant
you become proficient in heavy armour. In addition to that, Heavy armour does not prevent you from raging.
Fire giants often wear menacing plate armour and towering weapons of forged iron and tempered steel. not just for protection, but also to intimidate their enemies and insight fear in any slaves and captives they may be keeping.
Frost Giant
As part of the Frost Giants ordning, you are the mightiest warrior around, as is the case, you must protect your own.
As a reaction to an enemy attacking an ally within 5ft of you, you may instead take the damage in their stead. As part of the same reaction, once their attack is resolved, you may make an attack of your own, but only if you are raging.
Hill Giant
During a short rest, you can expend ration's or any other non - spoiled food to gain 1d4 additional temporary hit points per expended ration (1 ration = 1d4 temp HP) this boost lasts for 3 in game hours, or until you take a short or long rest.
Stone Giant
As an action, you can dig your hands into the earth to rip out a chunk of it and hurl it at your foes. This hunk of earth is the size of a small boulder and has a thrown range of 20/60ft. It deals 2d8+str bludgeoning damage, it also counts as a siege weapon, dealing double damage to objects and structures. If you're enlarged, the damage increases to 4d8+str.
Storm Giant
You gain the ability to throw a Javelin made of wind at far off enemies. As an action, you may coalesce the air and wind around you to form a mighty javelin. this javelin acts as a magic javelin for the purposes of overcoming resistances, it is much more powerful than an average javelin however, dealing 1d10+STR piercing damage with a range of 50/150. you can do this up an amount of times equal to your constitution modifier. recharges on a long rest.
While their abilities as seer's are unrivalled, being able to control the weather and conjure lightning and wind is what makes them the strongest type of giants and top of the total giant Ordning.
Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear
While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle
While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Elk
While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Tiger
While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Wolf
While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Previous Versions
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