Giant Soul Sorcerer Redone

by Gamemaster76

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Sorcerer- Giant Soul redone

The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.

Giant Ancestry

At 1st level, you choose one type of true giant as your ancestor. The type of giant is used by features you gain later.

Giant
Cloud Giant
Ettin
Fire Giant
Frost Giant
Hill Giant
Stone Giant
Storm Giant
Titan

You can speak, read, and write Giant and gain proficiency with shields and simple weapons. Additionally, whenever you make a Charisma check when interacting with Giants that are the same size category or smaller then you are, your proficiency bonus is doubled if it applies to the check.

Jotun Resilience

The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Additionally, your skin and bones take on the toughness of true giants. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Mark of the Ordning

At 1st level, roll 3d4. You grow a number of inches in height equal to the roll.

When you reach 3rd level in this class, you learn the Enlarge/Reduce spell, which doesn't count against your number of sorcerer spells known. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can cast it as a bonus action and it doesn't require concentration to maintain but you can only use it to enlarge yourself and it cant be affected by your metamagic feature. If you cast it this way, you can use an action to end the spell early, it also ends early if you die or are incapacitated.

Soul of Lost Ostoria

Starting at 6th level, you gain a benefit tied to one of the true giants. You can activate the benefit as an action and it lasts for 1 minute. You regain the use of this feature upon finishing a short or long rest. While under the effects of the Enlarge option of the Enlarge/Reduce spell, your benefit is always active.

Cloud Giant. Your body feels light and cloud-like gasses exude from your body. Whenever you cast a Sorcerer spell and expend a spell slot, you can magically teleport as a bonus action. You can teleport to an unoccupied space which you can see that is no farther away than a number of feet equal to 5 * your Charisma modifier (minimum 5 ft.). If you are casting a sorcerer spell that would allow you to teleport, such as the Misty Step spell, you can instead add this bonus to the range of which you can teleport.

Ettin. When you turn your head it seems as if theres an illusion of it that turns the opposite direction and when you speak your voice sounds as if theres two of you speaking at once. You gain a bonus to Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The bonus equals your Charisma modifier.

Fire Giant. Heat radiates off your body. Once per turn, whenever you cast a Sorcerer spell that deals fire damage and expends a spell slot, you may add your Charisma modifier (minimum of 1) to one of the damage rolls. If the spell applies damage over multiple turns, you can reapply this damage to it.

Frost Giant. The cold clings to you like blanket. Whenever you cast a Sorcerer spell that deals cold damage and expends a spell slot, you gain temporary hit points equal to your Charisma modifier (minimum of 1).

Hill Giant. As you cast, an invisible force pushes everyone around you. Immediately after you cast Enlarge/Reduce or cast a Sorcerer spell and expended a spell slot, every creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 * your Charisma modifier (minimum of 1). A target can choose to fail this save.

Stone Giant. Your skin becomes as hard as stone. As long as you're not wearing armor, Whenever you cast a Sorcerer spell that expends a spell slot, you gain a bonus to your AC equal to your half your Charisma modifier (minimum of 1) until the end of your next turn.

Storm Giant. Lightning courses through your veins. Whenever you cast a Sorcerer spell that deals lightning or thunder damage and expends a spell slot, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Charisma modifier (rounded down to a minimum of 1).

Titan. You feel an immense amount of inner strength. As an action you can slam the ground causing a great tremor, every creature within an area around you within a number of feet equal to 5 * your Charisma modifier must make a strength saving throw against your spell save DC or be knocked prone.

DM option: Soul of the All-Father

The souls of all giants flow through you. Whenever you level up in this class you may change your giant ancestry with another option.

Rage of Fallen Ostoria

Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When casting the Enlarge option of the Enlarge/Reduce spell, or when you start casting a sorcerer spell and expend a spell slot while already under the effects of the Enlarge option of the Enlarge/Reduce spell, you can increase your size by one additional size category – from Large to Huge, for example. This increase ends early if you die or are incapacitated. For the remaining duration of Enlarge/Reduce, you gain the following benefits:

  • Your current hit points and your hit point maximum both increase by 1 per sorcerer level.

  • Your reach increases by 5 feet.

  • Your walking speed increases by 5 feet.

  • You gain a bonus to your strength checks, strength saving throws and to the damage rolls of your melee weapon attacks; the bonus equals your Charisma modifier (minimum of +1).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Blessing of the All Father

At 18th level, your Constitution score increases by 2, up to a maximum of 22.

In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once a round. If you use that feature while under its effects, its increases to your hit points, reach, walking speed, and the bonus to your strength checks, strength saving throws and melee weapon damage are cumulative.

Your regain all uses upon finishing a finish a short or long rest.

DM Fiat: Ancestry spells

If your DM accepts giving Sorcerers extra Spells based on your Sorcerous Origin, you may use these spells.

Giant Ancestry Spells

You learn additional spells when you reach certain levels in this class, as shown on the Giant Ancestry Spells table as well as certain spells depending on your giant ancestry, as shown on each specific giant ancestry table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or a divination spell from the sorcerer, warlock, or wizard spell list.

Giant Ancestry Spells
Sorcerer Level Spell
1st catapult
5th glyph of warding
7th staggering smite
9th bigby's hand
Cloud Giant Spells
Sorcerer Level Spell
1st fog cloud
3rd misty step
5th gaseous form
7th greater invisibility
9th control winds
Ettin Spells
Sorcerer Level Spell
1st heroism
3rd blur
5th intellect fortress
7th death ward (self only)
9th telepathic bond
Fire giant Spells
Sorcerer Level Spell
1st searing smite
3rd flame blade
5th fireball
7th fabricate
9th immolation
Frost giant Spells
Sorcerer Level Spell
1st armor of agathys *
3rd snilloc's snowball storm
5th sleet storm
7th ice storm
9th cone of cold

*This spell triggers your Soul of Lost Ostoria feature and the temporary hit points are added with this spells.

Hill giant Spells
Sorcerer Level Spell
1st heroism
3rd protection from poison
5th stinking cloud
7th blight
9th cloud kill
Stone giant Spells
Sorcerer Level Spell
1st earth tremor
3rd augury
5th meld into stone
7th stone shape
9th dream
Storm giant Spells
Sorcerer Level Spell
1st feather fall
3rd levitate
5th lighting bolt
7th control water
9th control winds
Titan Spells
Sorcerer Level Spell
1st heroism
3rd branding smite
5th melf's minute meteors
7th charm monster
9th banishing smite

Design Notes

Since The Giant Soul Sorceror is essentially a dead UA at this point, and finding revisions is harder then I thought it would be, I figured I would take a crack at it.

reason for homebrew

Ive seen the Giant Soul in action and it seems built to make a melee sorceror for both flavor and some of the mechanics, so I thought about retooling it so it has tools to actually do that. I ened up copying the draconic sorceres first two abilities since they just matched giants so well.

Giant Ancestry and Jotun Resilience

On top of the HP boost, you speak Giant and can use all simple weapons. If a dragon sorceror and storm sorceror learn draconic and primordial just because then why not giant? Simple weapons if to give users a half decent weapon to use since giants are all about walking up to someone bashing them into the ground.

Mark of the Ording

I removed original Ording spell system and replaced it with an expanded subclass spell system. I made Enlarge/Reduce the star of the class however, making it so that it can be cast with sorcery points and as a bonus action, all without concentration.

Soul of Lost Ostoria

Replaced the Ordning spell triggers with an action that last rounds equal to twice you con mod and is active automatically with under the effects of Enlarge/Reduce. I originally had it so that they only worked while enlarged but I figured that could be awkward always having to burn a resource sorcerors already have few of everytime just to use a key class feature. I also changed some of the effects so that no longer worked some of them relied on the Ordning spells. I also added a bit a flavour on how I saw each ancestry manifest.

Cloud Giant: Changed it to whenever you cast a Conjuration spell since its a teleporting effect. Also made the distance equal to 5 * constitution modifier since 10 + con just means 10 or 15 feet.

Fire Giant: Unchanged except that the trigger.

Frost Giant:Unchanged except that the trigger.

Hill Giant: I removed the limit of 2 creatures and made distance a multiple of your Con mod instead of an addition for the same reasons as the cloud giant.

Storm Giant: Unchanged except for the trigger.

Ettin: I gave the effects from the Ettins Two Head feature but with a bonus instead of advantage, since its the only thing separating the Ettin from being just a weaker Hill Giant. I figured it could be flavored like you have two minds at once but both are you so there doesn't need to be a split personality situation happening (unless you want it too).

Titans: I gave them a ground pound ability since their most recognisable trait is that they are BIG (-ger then every other giant), so I figured that if they were to stomp the ground it would be like a mini earthquake. The Empyrean, which is the closest monster I can find to the Titan in 5e, has this ability and it seems fitting.

(I've also made a version of the Titan for 5e)

Variant Rule:

I'm not sure on having the ability be swapped out after every level since the flavor points to being descended from 1 kind of giant. But its there is DM approves.

Rage of Fallen Ostoria

I made it that you needed to be enlarged already to use this ability. If you look at how the giant stat blocks are made, a large creature like an Ettin or Troll only have 5ft reach with attacks while huge Giants have 10 ft reach, thus I thought it fitting that you only get the reach increase ( among the other bonuses) when already Enlarged. In theory a medium creature would end up be huge.... but small races like a halfling would only be large and get the reach, but theres only so much I can do without overcomplicated the ability with every possible scenario.

I also gave a bonus to strength checks and strength saving throws since Enlarge already gives you advantage and when your that big your bonus should start resembling that of actual giants.

Blessing of the All Father

Made the bonus to strength checks, strength saving throws and damage bonuses cumulative. At level 18 things are supposed to get crazy.

Giant Ancestry spells

For DMs that like to give Sorcerers subclass spells, I added some for each giant bloodline. This was hard to do because I originally wanted one list for all types but since the different giants are mostly giant bags of hit points with little magic or abilities tied to them compared to dragons, I had to make separate lists for each to draw on the few unique things of each.

Luckily I managed to figure out a list of spells that work for all giants, makes making specific lists easier.

For the spell swapping mechanic introduced in Tasha Cauldron of Everything, I choose transmutation because theres a lot of physical transformations in the subclass, and divination because it's meant to as spiritual as well as pure magic.

Catapult is on all of them to simulate rock throwing (Ettins don't get that attack but no other 1st level spell works).

Glyph of Warding Because Runes.

Staggering Smite Because if a giant hits you with a big stick, your going to be staggered.

Bigby's Hand A giant hand that can do stuff, seems fitting.

 

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