Giant Heir
The Titans shaped the first world, and the Giants were its first inheritors. They erected mighty works and made great changes to the world around them. Eventually, the titans set their giant servants to war upon each other as each had a vision for reality that conflicted with their peers, and in the aftermath of this apocalypse the Gods appeared and swept away the weakened old order. But their power still resonates within the world, and some believe that giant blood even continues to flow diluted within mortal veins to this day - or that their souls continue to reincarnate among the modern races. However, some come by this power by another means. In particular, giantish ruins and artifacts often thrum with an ancient and powerful magic even to this day, and those who become bonded to them in some way can find giantish powers awakened within them. Sometimes, even extended exposure to the heart of a geomantic locus is enough. Either way, Giant Heir sorcerers represent some of the remaining power of the gigantes.
As a giant heir sorcerer, you are more able and probably more inclined to get into melee than other sorcerers. Take that into account when thinking about your character's personality. You are probably also more than a bit taller than usual for your heritage!
Giant Magic
Choose a class of giants of Greek myth that your soul resonates with - the thinkers (cyclopes), the doers (gegeines), or the savages (laestrygones). This determines what bonus cantrips and spells you get and at which class levels. You cannot retrain these spells.- Cyclopes: (1st) Guidance, Guiding Bolt; (3rd) Blindness / Deafness; (5th) Pulse Wave; (7th) Arcane Eye; (9th) Dominate Person; (11th) True Seeing; (13th) Prismatic Spray; (15th) Glibness; (17th) Foresight
- Gegeines: (1st) Mage Hand, Arms of Hadar; (3rd) Maximillian's Earthen Grasp; (5th) Conjure Barrage; (7th) Fabricate; (9th) Bigby's Hand; (11th) Move Earth; (13th) Symbol; (15th) Earthquake; (17th) Wish
- Laestrygones: (1st) Primal Savagery, Heroism; (3rd) Enhance Ability; (5th) Nondetection; (7th) Freedom of Movement; (9th) Reincarnate; (11th) Tenser's Transformation; (13th) Regenerate; (15th) Feeblemind; (17th) Invulnerability
Spells Known
You learn spells from the Sorcerer and Druid spell lists. Your spells are primal magic instead of arcane magic, where relevant.Inherited Might
At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. You also can use your Charisma modifier for melee attack and damage rolls in place of your Strength modifier if it is higher. Finally, you gain proficiency in light armor and in heavy and two-handed martial weapons, and can use a heavy or two-handed weapon as a spellcasting focus.Gigantism
At 6th level, you gain proficiency in Strength saving throws. Additionally, you can spend 1 sorcery point as a bonus action to cast enlarge / reduce, but with a duration of 1 hour without concentration. This counts as a Giant Magic spell for the purposes of Giant's Soul and Giant's Power. At 14th level, you can spend 5 sorcery points to cast a version of enlarge / reduce that increases or decreases size by two size categories instead of one, with the height or length factor being 5 and the weight or mass factor being 125. Enlarge's damage bonus becomes 2d6 and it grants advantage and +5 bonus on Strength checks and saves. Reduce's damage penalty becomes 2d6 and it confers disadvantage and a -5 penalty on Strength checks and saves.Giant's Soul
Also at 6th level, you gain a number of benefits while you have at least 1 sorcery point remaining. You can always exclude yourself from the area of effect of your spells and abilities, allowing you to drop area spells on top of yourself while in melee. You also gain benefits based on the type of giant from which you draw power. If you drop below 1 sorcery point, your benefits persist until the start of your next turn and then cease; if you somehow get back up to 1 or more sorcery points by or at the start of your next turn, your benefits continue as normal.- Cyclopes: Your weapon attacks deal +1d8 additional psychic damage on a hit, or +1d12 with a two-handed weapon. You gain darkvision 60 ft and ignore lightly obscuring weather and terrain within 60 ft. When you cast a Giant Magic spell, you gain foresight in the form of a bonus equal to your Constitution modifier (minimum 1) which you can apply to one ability check or saving throw before the end of your next turn.
- Gegeines: Your weapon attacks deal +1d8 additional force damage on a hit, or +1d12 with a two-handed weapon. You gain one Artificer infusion and can attune one additional magic item above the limit of your proficiency bonus. When you cast a Giant Magic spell, you can choose a number of creatures up to your Constitution modifier (minimum 1) within 10 ft and force them to make a Strength save, or they at your option are pushed 10 feet away from you or pulled 10 feet closer toward you.
- Laestrygones: Your weapon attacks deal +1d8 additional magic physical damage on a hit, or +1d12 with a two-handed weapon. Your critical hit die range is increased by 1, eg, from 20 to 19-20. When you cast a Giant Magic spell, you gain temporary hit points equal to your Constitution modifier (minimum 1) which, unlike most sources of temporary HP, stack with any other existing temporary HP you have, but not with themselves.
Giant's Power
At 14th level, your Giant's Soul benefits improve while you have at least 1 sorcery point remaining. These benefits replace (do not stack with) the benefits from Giant's Soul. You can also spend 1 sorcery point to trigger your Giant's Power benefits with any spell, not just Giant Magic spells.- Cyclopes: Your weapon attacks deal +2d8 additional psychic damage on a hit, or +2d12 with a two-handed weapon. You gain darkvision 120 ft and ignore heavily obscuring weather and terrain within 60 ft, and can see through even magical darkness created by any creature or item not of greater level than you. When you cast a Giant Magic spell, you gain foresight in the form of a bonus equal to your Constitution modifier (minimum 1) which you can apply to any one roll before the end of your next turn, or a roll made by someone else within 30 ft of you.
- Gegeines: Your weapon attacks deal +2d8 additional force damage on a hit, or +2d12 with a two-handed weapon. You gain an additional Artificer infusion for a total of two, and can attune three magic items above the limit of your proficiency bonus. When you cast a Giant Magic spell, you can choose any creatures within 30 ft and force them to make a Strength save or they at your option are pushed X feet away from you or pulled X feet closer toward you, where X is 10 ft + 5 ft per point of your Constitution modifier (minimum 1). On a successful save, they are pushed or pulled 5 feet.
- Laestrygones: Your weapon attacks deal +2d8 additional magic physical damage on a hit, or +2d12 with a two-handed weapon. Your critical hit die range is increased by 1, eg, from 20 to 19-20, and you also critically hit on a natural 1 instead of automatically missing. When you cast a Giant Magic spell, you gain temporary hit points equal to your Constitution score which, unlike most sources of temporary HP, stack with any other existing temporary HP you have, but not with themselves.

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