Ancient Giant
Your patron was a queen or king of ancient Ostoria, the birthplace of giants. In return for being granted their unshakeable might, you are charged with restoring their lost realm to its original splendor.
Pact Spells
The Ancient Giant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Ancient Giant Pact Spells
Level | Spells |
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1st | Earth Tremor, Giant's Endurance |
2nd | Exploding Boulder, Hurling Smite |
3rd | Crushing Blow, Stone-Splitting Shout |
4th | Ostorian Fury, Staggering Smite |
5th | Castle-Shattering Smash, Toppling Wave |
Muscle Magic
Your patron values physical might above all. Starting at 1st level, Strength, not Charisma, is your warlock spellcasting ability. You can also speak, read, and write Giant.
Ancient Giant's Weapons
At 1st level, you become skilled at using your bare fists and feet. You can roll a d4 in place of the normal damage of your unarmed strike.
Starting at 5th level, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike. You can make a third unarmed strike at 11th level and a fourth at 17th level.
In addition, you can use an action to conjure a large rock and immediately use it to either smash a nearby foe or hurl at a more distant enemy. Rocks are simple melee weapons with the thrown property and a range of 20/60. They deal 1d4 bludgeoning damage. The rock crumbles after the attack is concluded. You cannot make more than one attack per round with a rock, even with spells and abilities like Haste.
Your rock's damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Bare-Chested Glory
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier, your current and maximum hit points increase by 1 per warlock level, and you don't need material components without a gp value to cast warlock spells.
Giant Form
At 1st level, your patron bestows upon you the power to dramatically increase in size. As a bonus action, you can adopt a giant form. This gives you the following benefits for 1 minute.
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If you are smaller than Large, you become Large, along with anything you are wearing except manufactured weapons. If you lack the room to become Large, your size doesn’t change.
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You have advantage on Strength checks and Strength saving throws.
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Your unarmed strikes and rocks deal an additional 1d4 damage. The range of your rocks increases to 30/120. Your rocks' extra damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Starting at 6th level, your unarmed strikes and rocks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
While using this feature, you cannot benefit from the monk's Martial Arts feature. You can end this feature early as a bonus action. You can use this feature twice, and you regain any expended uses when you finish a short or long rest.
Ostorian Hardiness
At 6th level, you gain proficiency in Constitution saving throws and add your proficiency bonus to Constitution checks.
Strength Aura
Starting at 10th level, you radiate pure power. You and friendly creatures within 60 feet of you gain a bonus to Strength checks and Strength saving throws equal to half your proficiency bonus. The aura persists even if you are incapacitated or dead, so the graves of warlocks with this pact are sacred rallying points.
In addition, when you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
True Giant Form
Beginning at 14th level, you can rival even the greatest giants in size. When you adopt a giant form, you can become size Huge. Your size still doesn't change if you lack the necessary room, but you gain the following benefits in addition to those from your Giant Form feature.
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Your unarmed strikes deal an additional 2d4 instead of 1d4 damage.
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Your reach increases to 10 feet.
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Your rocks deal an additional 6d4 damage instead of 3d4 damage. At 17th level, they deal an additional 8d4 damage instead of 4d4 damage. Their range increases to 60/240.
While you are Huge, you can spend a bonus action to become Large, and vice-versa.
New Spells
The spells here are added to the Ancient Giant spell list.
Giant's Endurance
1st Level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: 1 minute
Chanting an ancient battle song, you gain 1d4 + 4 temporary hit points for the spell's duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Exploding Boulder
2nd Level Conjuration
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (a chip of rock)
- Duration: Instantaneous
You conjure a hulking boulder that you toss a tremendous distance. It detonates overhead its target. Each creature in a 5-foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d4 bludgeoning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Hurling Smite
2nd Level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, the attack deals an extra 3d6 damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
If the target is pushed into a space occupied by a creature (or multiple spaces if the target is larger than Medium), the creature(s) there must succeed on either a Strength or Dexterity saving throw (target's choice; it can either try to dodge or withstand the blow) or take 2d6 bludgeoning damage and fall prone as the original target is thrown into them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the original target increases by 1d6 for each slot level above 2nd.
Crushing Blow
3rd Level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
Make a melee weapon attack against a creature you can reach. On a hit, the target takes an extra 5d6 damage and must succeed on a Constitution saving throw or be stunned until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Stone-Splitting Shout
3rd Level Evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V
- Duration: Instantanenous
You unleash a tremendous roar. Each creature in a 30-foot-cone must make a Constitution saving throw. A creature takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Ostorian Fury
4th Level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (warpaint on the caster's face)
- Duration: Concentration, up to 1 minute
A giant's spirit answers your call and fills you with incredible might. The transformation lasts until the spell ends.
Your muscles glow with power as you gain the following benefits.
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When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
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You make Strength-based attack rolls with advantage.
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You make Constitution saving throws with advantage.
Castle-Shattering Smash
5th Level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
Make a melee weapon attack against a target you can reach. On a hit, the target takes an extra 6d12 damage. This attack does double damage against objects and structures and destroys a Wall of Force.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Toppling Wave
5th Level Evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Instantaneous
You stomp the ground, creating a burst of thunderous energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 10d6 thunder damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Ancient Giant Form
9th Level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
You become a giant of old, awesome in size and strength. You gain the following benefits as long as the spell lasts.
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You become Gargantuan along with anything you are wearing except manufactured weapons. If there isn't enough room for you to increase size, make a Strength (Athletics) check to break through the surrounding material. You otherwise attain the maximum possible size in the space available.
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Your Strength and Constitution scores increase by 6, to a maximum of 26.
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Your reach becomes 15 feet.
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You have advantage on Strength checks and Strength saving throws.
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Your unarmed strikes deal an additional 3d4 damage and your rocks an additional 12d4 damage. They also count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The range of your rocks increases to 150/600.
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You ignore difficult terrain as you simply power through it.
Pact of the Rune
Your patron gifts you a magical tattoo in the shape of a rune of power. This base rune allows you to add more.
When you make an attack roll, ability check, or saving throw, you can roll a d4 and add the number rolled to the result. You can wait until after you roll the d20 before deciding to use the rune, but must decide before the DM says whether the roll succeeds or fails. The rune does not stack with dice from Bardic Inspiration, Guidance, or similar abilities and spells.
New Eldritch Invocations
Bare-Chested Toughness
While you are wearing no armor and not wielding a shield, your current and maximum hit points increase by half your warlock level + your spellcasting ability modifier.
Superb Athleticism
You gain proficiency in Acrobatics and Athletics.
Rune of Ragecasting
Prerequisite: Pact of the Rune feature, Rage feature
If you are in a rage, you can cast (but not concentrate on) a warlock spell, and casting that spell counts as an attack for the purpose of continuing your rage. If you do so, you can't again until you finish a short or long rest.
Rune of Alacrity
Prerequisite: Pact of the Rune feature
You can Dash or Disengage as a bonus action, If you do so, you can't again until you finish a short or long rest.
Rune of Speed
Prerequisite: Pact of the Rune feature, 5th level
Your movement speed increases by 5 feet.
Rune of Great Agility
Prerequisite: Pact of the Rune feature, 12th level
You can add your Pact of the Rune die to a Dexterity check or Dexterity saving throw without activating it. If you do so, you must finish a short or long rest before doing so again.
Rune of Keen Knowledge
Prerequisite: Pact of the Rune feature
You can add your Pact of the Rune die to Arcana, History, Nature, and Religion checks you make without activating it.
Rune of Keen Senses
Prerequisite: Pact of the Rune feature, 5th level.
You can add your Pact of the Rune die to Investigation and Perception checks you make without activating it. Your passive Investigation and Perception increase by 1, or by 2 if you also possess the Greater Power Rune invocation.
Greater Power Rune
Prerequisite: Pact of the Rune feature, 9th level
When you activate your Pact of the Rune, roll a d6 instead of a d4.
Rune of All Magicks
Prerequisite: Pact of the Rune feature, 15th level
You can cast any spell on your warlock spell list, even if you don't know it, as long as you expend an appropriate level spell slot. If you do so, you can't again until you finish a long rest.
Rune of Enduring Life
Prerequisite: Pact of the Rune feature
Your maximum hit points can't be reduced. When you take necrotic damage, you can use your reaction to halve it. If you do so, you can't again until you finish a long rest.
Rune of Safeguarded Destiny
Prerequisite: Pact of the Rune feature, 7th level
You succeed on death saving throws on an 8 or higher on the d20.
Rune of Vitality
Prerequisite: Pact of the Rune feature, 12th level
You can activate your Pact of the Rune for death saving throws. If the added die increases the result to 20 or above, treat the result as a natural 20 on the death saving throw.
Brutal Strikes
Prerequisite: Pact of the Rune feature, 5th level
Your unarmed strikes have a +1 bonus to attack and damage. At 12th level, the bonus increases to +2.
Diamond Muscles
Prerequisite: Pact of the Rune feature, 5th level
While you are wearing no armor and not wielding a shield, your AC increases by 1. At 12th level, it increases by 2.
Rune of Limitless Power
Prerequisite: Pact of the Rune feature, 18th level
Your carrying capacity is multiplied by 10. You can grapple a creature up to two sizes bigger than you. You can add your Pact of the Rune die to Strength saving throws and checks without activating it. Your thrown weapon range is doubled.
Rune of Pummeling
Prerequisite: Pact of the Rune feature
When you hit a creature up to one size (or two, if you have the Rune of Limitless Power) larger than you with an unarmed strike or rock, you can push the creature up to 5 feet away from you in a straight line. Double the distance for each size you are above Medium (10 feet for Large, 20 feet for Huge, 40 feet for Gargantuan).
Rune of Wrestling
Prerequisite: Pact of the Rune feature, 7th level
When you hit a creature with an unarmed strike, you can immediately attempt to grapple it as a bonus action.
Rune of Hurling
Prerequisite: Pact of the Rune feature, 9th level
When you hit a creature that you are grappling with an unarmed strike, you can choose to hurl it. It is thrown up to 10 feet away from you in a straight line, ending the grapple. Double the distance for each size you are above Medium (20 feet for Large, 40 feet for Huge, 80 feet for Gargantuan). The creature must make a Dexterity saving throw against your spell DC or fall prone.
You can hurl the creature at others. Choose an area within hurling range equal in size to that which the creature occupies (for example, a 10x10 square for a Large creature). Each other creature in that area must succeed on either a Strength or Dexterity saving throw (target's choice; it can either try to dodge or withstand the blow) against your spell DC or take damage as if hit by your unarmed strike and fall prone. The thrown creature lands in that area.
Ancient Giant-Themed Invocations
Andlátjotun's Rune
Prerequisite: Pact of the Rune feature
Once per round, when you reduce a creature to 0 hit points, you gain a +2 bonus to AC until the start of your next turn as its soul surrounds and guards you.
Cyclops' Rune
Prerequisite: Pact of the Rune feature
You know and can ritual cast Augury as a warlock spell without material components. It doesn't count against the number of spells you know. While casting it, you have one cyclopean eye.
Ettin's Rune
Prerequisite: Pact of the Rune feature
As a reaction when you would fail a saving throw against being charmed or frightened, you can choose to succeed instead by suddenly growing a second head. The new and original heads each have different aspects of your personality. The second head is reabsorbed after 10 minutes.
Once you use this invocation, you can't do so again until you finish a long rest.
Formorian's Rune
Prerequisite: Pact of the Rune feature
You can add your Pact of the Rune die to your Intimidation checks without activating it. In addition, you can become hideously deformed as a bonus action. In this form, you have advantage on Intimidation checks (regardless of what ability score you use for it), but disadvantage any other Charisma checks. You can end the form as a bonus action.
Galdurjotun's Rune
Prerequisite: Pact of the Rune feature
You know the Detect Magic and Identify spells. They don't count against the number of spells you know. You can cast them without expending a spell slot and without needing material components a combined number of times equal to your spellcasting ability modifier. You regain any expended uses after you finish a long rest.
Haugjotun's Rune
Prerequisite: Pact of the Rune feature
As a bonus action, you can add your proficiency bonus to your damage with weapon attacks until the end of your turn. If you do so, you can't again until you finish a long rest.
As a reaction when you take bludgeoning, piercing, or slashing damage, you can halve it. If you do so, you can't again until you finish a long rest.
Ildjotun's Rune
Prerequisite: Pact of the Rune feature
As a bonus action, you can make your weapon attacks deal extra fire damage equal to your proficiency bonus until the end of your turn. If you do so, you can't again until you finish a long rest.
As a reaction when you take fire damage, you can halve it. If you do so, you can't again until you finish a long rest.
Isejotun's Rune
Prerequisite: Pact of the Rune feature
As a bonus action, you can make your weapon attacks deal extra cold damage equal to your proficiency bonus until the end of your turn. If you do so, you can't again until you finish a long rest.
As a reaction when you take cold damage, you can halve it. If you do so, you can't again until you finish a long rest.
Rifjotun's Rune
Prerequisite: Pact of the Rune feature
When you hit a creature with a melee attack, you can use your reaction to force it to make a Strength saving throw against your spell DC. On a failed save, the creature is knocked prone as a wave crashes into it. If you do so, you can't again until you finish a short or long rest.
Sandurjotun's Rune
Prerequisite: Pact of the Rune feature
As an action, you can teleport to any unoccupied space you can see within 30 feet of you as you disappear and reappear in a swirling column of sand. If you do so, you can't again until you finish a short or long rest.
Skuggijotun's Rune
Prerequisite: Pact of the Rune feature
When you score a critical hit with a melee weapon attack or a rock, shadows erupt. The creature you hit must succeed on a Constitution saving throw against your spell DC or be blinded until the start of your next turn. If it succeeds, it is immune for the next 24 hours.
Skyejotun's Rune
Prerequisite: Pact of the Rune feature
You know and can cast the Skywrite spell at will without expending a spell slot. It doesn't count against the limit on the number of spells you know.
Steinjotun's Rune
Prerequisite: Pact of the Rune feature
Starting at 5th level, add double your Strength modifier to your rocks' damage. Add triple your Strength modifier at 11th level and four times your Strength modifier at 17th level.
Uvarjotun's Rune
Prerequisite: Pact of the Rune feature
Choose either lightning or thunder damage when you get this invocation. As a bonus action, you can make your weapon attacks deal extra damage of that type equal to your proficiency bonus until the end of your turn. In addition, as a reaction when you take that type of damage, you can halve it. Both powers recharge after finishing a long rest. You can select this invocation twice to receive both boons.
Voadkyn's Rune
Prerequisite: Pact of the Rune feature
You can add your Pact of the Rune die to your Animal Handling and Survival checks without activating it, and you have advantage on Animal Handling and Survival checks.
Patron-Specific Invocations
Benthic Rune
Prerequisite: Lurker in the Deep Patron, Pact of the Rune feature
You mark yourself with a rune signifying your allegiance to your aquatic master. You gain the following benefits.
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You have advantage on Charisma checks made to influence creatures that have an innate swimming speed.
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You can speak, read, and write Aquan.
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Your Grasp of the Deep tentacles have a reach of 15 feet.
Celestial Rune
Prerequisite: Celestial Patron, Pact of the Rune feature
You gain a holy rune that marks to fiends and celestials that you have made a binding pact with the forces of goodness. You gain the following benefits.
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You have advantage on Charisma (Persuasion) checks made to influence celestials and disadvantage on such checks against fiends.
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You can communicate with celestials as if you had a common tongue and can speak, read, and write Celestial.
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As a reaction when a creature you can see within 30 feet of you takes damage, you can take any amount of the damage instead (after any resistance or immunity the target has). Once you use this invocation, you can't use it again until you finish a short or long rest.
Cursing Rune
Prerequisite: Hexblade Patron, Pact of the Rune feature
You bear a grim rune in the shape of your patron. Your Hexblade's Curse does not end early if you are incapacitated.
Far Realms' Rune
Prerequisite: Great Old One Patron, Pact of the Rune feature
You bear an ever-changing rune of strange geometry. Your Awakened Mind feature has no maximum range. It can be used on any creature you can see. If you spend an action to focus on a creature you can see, you can then use Awakened Mind to telepathically communicate with it for the next hour even if you can't see it. You can focus on only one creature at a time. You cannot communicate across planes.
Fey Rune
Prerequisite: Archfey Patron, Pact of the Rune feature
You feature a naturalistic rune that fey positively respond to. You gain the following benefits.
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You have advantage on Charisma checks made to influence fey.
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You can communicate with fey as if you had a common tongue and can speak, read, and write Sylvan.
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You gain proficiency in either Animal Handling, Nature, or Survival and add double your proficiency bonus to any check made using it.
Fiendish Rune
Prerequisite: Fiend Patron, Pact of the Rune feature
You bear a unholy rune that reveals to celestials and fiends your wicked pact. You gain the following benefits.
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You have advantage on Charisma checks made to influence fiends allied with your patron and disadvantage on Charisma (Persuasion) checks against fiends opposing your patron and with celestials.
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You can communicate with either demons, yugoloths, and devils as if you had a common tongue and can speak, read, and write either Abyssal or Infernal, depending on the nature of your patron.
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When you reduce a hostile creature to 0 hit points, you get a +1 bonus that you can add to any d20 roll. You can add the bonus after you see the result of the roll but before you know if it's a success or failure. You can get this bonus once per round and it stacks up to three times. You lose any unused bonuses when you finish a long rest.
Genie's Rune
Prerequisite: Genie Patron, Pact of the Rune feature
You carry an opulent rune that shows your pact with your noble master. You gain the following benefits.
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You have advantage on Charisma checks made to influence elementals.
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You can speak, read, and write Primordial and its dialects.
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You know Absorb Elements as a warlock spell and it doesn't count against the number of spells you know.
Raven Queen's Rune
Prerequisite: Raven Queen Patron, Pact of the Rune feature
Your possess a dark, mysterious rune befitting your patron. It lets you see through your Sentinel Raven's eyes and hear what it hears while it is on the same plane as you. There is no maximum distance.
Seeker's Rune
Prerequisite: Seeker Patron, Pact of the Rune feature
You have a plain but well-crafted rune that aids you in exploration. You no longer need to sleep. To gain the benefits of a long rest, you can spend all 8 hours traveling.
Undying Rune
Prerequisite: Undying Patron, Pact of the Rune feature
You gain a twisted rune that signals to undead creatures that you are a champion of the crypt. You gain the following benefits.
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You can communicate with undead as if you spoke a common tongue and you have advantage on Charisma checks made to influence them.
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When you are at 0 hit points and dying, you can become stable. You can use this feature after you would fail a death saving throw. Once you use this invocation, you must finish a long rest before you can use it again.