Ancient Giant Patron 1.13

by Gannoh2

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Patron: Ancient Giant

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
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.

Unclad 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 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.

  • If you are smaller than Large, you become Large, along with everything that you are wearing and carrying except weapons. Your weight multiplies by eight for each size that you increase by. If you lack the room to become Large, your size doesn’t change.

  • You have advantage on Strength checks and Strength saving throws except for those made as part of casting a spell.

  • Your unarmed strikes deal bludgeoning damage equal to 2d4 + your Strength modifier.

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.

In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Strength Aura

Starting at 10th level, you radiate pure power. You and friendly creatures within 30 feet of you gain a bonus to Strength checks and Strength saving throws equal to half your proficiency bonus rounded down. The aura persists even if you are unconscious 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 if there is sufficient room. When you are Huge, you gain the following benefits in addition to those from your Giant Form feature.

  • Your unarmed strikes deal bludgeoning damage equal to 3d4 + your Strength modifier.

  • Your reach increases to 10 feet.

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.

Eldritch Boulder

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 15 feet (doubled for each size you are above Medium - 30 feet if Large, 60 feet if Huge, 120 feet if Gargantuan)
  • Components: S
  • Duration: Instantaneous

You conjure and toss a large rock. Make a ranged spell attack against a target within range. It deals 1d4 + your Strength modifier bludgeoning damage on a hit. If you are size Large, it deals an extra 1d4 damage. The rock crumbles after the attack.

At Higher Levels. Starting at 5th level, it deals 2d4 + your Strength modifier damage, or 4d4 + your Strength modifier if you are Large. Starting at 11th level, it deals 3d4 + your Strength modifier damage, or 6d4 + your Strength modifier if you are Large. Starting at 14th level, it deals 9d4 + your Strength modifier if you are Huge. Starting at 17th level, it deals 4d4 + your Strength modifier damage, or 8d4 + your Strength modifier if you are Large, or 12d4 + your Strength modifier if you are Huge.

Stomp

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 15 feet (doubled for each size you are above Medium - 30 feet if Large, 60 feet if Huge, 120 feet if Gargantuan)
  • Components: S
  • Duration: Instantaneous

You send a wave of force toward one creature you can see within range. Both you and the target must be on the ground. The target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage and fall prone.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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 5 temporary hit points for the duration of the spell. Once you cast this spell, you can't cast it again for 1 minute.

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: 15 ft (doubled for each size you are above Medium - 30 feet if Large, 60 feet if Huge, 120 feet if Gargantuan)
  • Components: V, S, M (a chip of rock)
  • Duration: Instantaneous

You conjure and toss a hulking boulder. Each creature in a 5-foot radius sphere centered on a point within range must make a Dexterity saving throw as the boulder detonates overhead. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

The damage increases by 1d6 per size above Medium you are (1d6 if Large, 2d6 if Huge, 3d6 if Gargantuan).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 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 2d6 damage to the target. Additionally, the target must succeed on a Strength saving throw or be pushed up to 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 a Strength saving throw 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 both to the original target and any creatures it is thrown into 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
  • Duration: Concentration, up to 1 minute

An ancient 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.

  • When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

  • You make Strength-based attack rolls with advantage.

  • 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. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 8d6 thunder damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. The spell can be heard up to 1000 feet away.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Surge of Might

6th Level Transmutation


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You lend sheer strength to an ally. When a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.

You can cast this spell on yourself. If you do, it doesn't take your reaction.

Titanic Breath

6th Level Transmutation


  • Casting Time: 1 action
  • Range: Self (60 foot cone)
  • Components: V, S
  • Duration: Instantaneous

After inhaling deeply, you exhale a gale-force blast of wind. Each creature in a 60-foot cone must make a Strength saving throw. If they fail, they are pushed 60 feet away from you and knocked prone. Creatures that succeed aren't pushed back or knocked prone.

If creatures that fail cannot be pushed away the full distance because they impact a solid surface or another creature (possibly multiple creatures depending on their size), they take 6d6 bludgeoning damage. Any impacted creature(s) takes the same damage and must succeed on a Strength saving throw or be knocked prone.

Unattended objects in the spell's area are also affected. The blast of wind disperses gas or vapor, and it extinguishes flames in the area.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Gigantify

7th Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You cause up to 5 creatures or objects you can see within range to grow larger for the duration. Only objects that are neither worn nor carried can be targeted. If a target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If a target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

A target's size quadruples in all dimensions, and its weight is multiplied by sixty-four. This growth increases its size by two categories - from Medium to Huge, for example. If there isn't enough room for a target to double its size, it attains the maximum possible size in the space available. Until the spell ends, targets also has advantage on Strength checks and Strength saving throws. A target's weapons also grow to match its new size. While these weapons are enlarged, a target's attacks with them deal 2d4 extra damage. If a target attains Huge size, its reach increases to 10 feet.

Avalanche

8th Level Conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous

An earthen waterfall cascades to the ground in a 40-foot-radius, 80-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. Creatures that fail take 8d8 bludgeoning damage, are knocked prone, and are restrained as they are buried beneath the avalanche.

Creatures that succeed take half as much damage and aren't knocked prone or restrained. Restrained creatures can as an action make a Strength saving throw to attempt to end the condition. Additionally, the ground in that area becomes difficult terrain until cleared. Considerable strength is needed to clear the area by hand.

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.

  • 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 check (using your increased Strength score) to break through the surrounding material. You otherwise attain the maximum possible size in the space available.

  • Your Strength and Constitution scores increase by 6, to a maximum of 26.

  • Your reach becomes 15 feet.

  • You have advantage on Strength checks and Strength saving throws except for those made as part of casting a spell.

  • Your unarmed strikes deal an additional 3d4 damage, and your Eldritch Boulder cantrip deals an additional 12d4 damage.

  • 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 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.

Once you activate the rune, you must finish a short or long rest before you can use it again.

Invocations that refer to a "Pact of the Rune die" mean a d4. Invocations that let you always add a Pact of the Rune die to certain rolls do not count against the one-use limit, but you cannot simultaneously activate the Rune to add two d4s.

New Eldritch Invocations

Bare-Chested Toughness

While you are wearing no armor and not wielding a shield, your maximum hit points are increased by half your warlock level + your spellcasting ability modifier.

Superb Athleticism

You gain proficiency in Acrobatics and Athletics.

Rune of Alacrity

Prerequisite: Pact of the Rune feature

You can Dash or Disengage as a bonus action, You can use this invocation twice between short or long rests.

Rune of Speed

Prerequisite: Pact of the Rune feature, 5th level

Your movement speed increases by 10 feet.

Rune of Lightning Reflexes

Prerequisite: Pact of the Rune feature, 12th level

As a reaction when you are attacked or forced to make a Dexterity saving throw, you can expend a Pact of the Rune die. If you do, add the number rolled to your Armor Class against the triggering attack or to the saving throw, and you can move up to half your movement speed without triggering an opportunity attack.

Rune of Keen Knowledge

Prerequisite: Pact of the Rune feature

You always add a Pact of the Rune die to Intelligence (Arcana), Intelligence (History), Intelligence (Nature), and Intelligence (Religion) checks.

Rune of Keen Senses

Prerequisite: Pact of the Rune feature

You always add a Pact of the Rune die to Intelligence (Investigation) and Wisdom (Perception) checks. Your passive Intelligence (Investigation) and Wisdom (Perception) scores increase by 2.

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. Once you use this invocation, you can't again until you finish a short or long rest.

Greater Power Rune

Prerequisite: Pact of the Rune feature, 9th level

When you roll a 1 on an attack roll, ability check, or saving throw, you can expend a Pact of the Rune die to reroll the die. You must use the new result, even if it is a 1.

Rune of All Magicks

Prerequisite: Pact of the Rune feature, 15th level

When you expend a warlock spell slot, you can cast any spell up to 3rd level on the warlock spell list, even if you don't know it. Once you use this invocation, you can't use it 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

When you activate your Pact of the Rune for a death saving throw and the d4 increases the result to 20 or above, treat the result as a 20 on the death saving throw.

Rune of Aggression

Prerequisite: Pact of the Rune feature, 5th level

After you roll an attack, you can expend a Pact of the Rune die to add the number rolled to the result. In addition, if you have expended the Pact of the Rune, you regain its use when you reduce a creature to 0 hit points.

Rune of 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.

Rune of Pummeling

Prerequisite: Pact of the Rune feature, 5th level

When you take the Attack action to make an unarmed strike, you can make one additional unarmed strike. You can make two additional unarmed strikes starting at 11th level and three starting at 17th level. These additional unarmed strikes can be used to shove.

Rune of Limitless Power

Prerequisite: Pact of the Rune feature, 15th level

Your carrying capacity is multiplied by 10. When you add a Pact of the Rune die to a Strength-based roll and roll a 4 on the d4, you can add another Pact of the Rune die to the roll.

Rune of Force

Prerequisite: Pact of the Rune feature

When you hit a creature up to one size larger than you with a melee weapon attack or the Eldritch Boulder cantrip, 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 are grappling a creature, you can choose to throw it as an action. 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 takes damage as if hit by your unarmed strike and must succeed on 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 a Strength saving throw against your spell DC or take damage as if hit by your unarmed strike and fall prone. The thrown creature lands in that area.

Rune of the Andlátjotun (Death Giant)

Prerequisite: Pact of the Rune feature

When you reduce a creature to 0 hit points, you gain a +2 bonus to AC and saving throws until the end of your next turn as its soul surrounds and guards you.

Rune of the Cyclops

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.

Rune of the Ettin

Prerequisite: Pact of the Rune feature

When you fail an Intelligence, Wisdom, or Charisma saving throw, you can reroll it. You must use the new result. Activating this invocation causes you to suddenly grow 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.

Rune of the Formorian

Prerequisite: Pact of the Rune feature

You can use Strength instead of Charisma for Intimidation checks, and you always add a Pact of the Rune die to your Intimidation checks. In addition, you can as a bonus action become hideously deformed for 10 minutes. In this form, you have advantage on Intimidation checks, but disadvantage on Charisma checks that don't use the Intimidation skill. You can end the form early as a bonus action. Once you activate the form, you can't activate it again until you finish a short or long rest.

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Rune of the Gauldurjotun (Eldritch Giant)

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.

Rune of the Haugjotun (Hill Giant)

Prerequisite: Pact of the Rune feature

As a bonus action, you can give yourself a surge of strength. Until the start of your next turn, you always add a Pact of the Rune die to Strength checks and Strength saving throws and you add your proficiency bonus to your damage with weapon attacks. Once you use this invocation, you can't use it again until you finish a short or long rest.

Rune of the Ildjotun (Fire Giant)

Prerequisite: Pact of the Rune feature

You always add a Pact of the Rune die when you make an ability check using tools. If the tools are artisan's tools, add two Pact of the Rune dice instead.

Rune of the Isejotun (Frost Giant)

Prerequisite: Pact of the Rune feature

When your current hit points (including temporary hit points) are equal to or lower than your warlock level, you have advantage on attack rolls as you enter a berserker rage.

Rune of the Rifjotun (Reef Giant)

Prerequisite: Pact of the Rune feature

When you hit a creature with a melee attack or as a reaction when you are hit with a melee attack, you can 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. Once you use this invocation, you can't use it again until you finish a short or long rest.

Rune of the Sandurjotun (Sand Giant)

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

Rune of the Skuggijotun (Shadow Giant)

Prerequisite: Pact of the Rune feature

When you score a critical hit with a weapon attack, binding shadows erupt. The creature you hit must succeed on a Strength saving throw against your spell DC or be restrained until the start of your next turn. A creature that fails can on its turn use an action to try to break free by succeeding on a Strength saving throw against your spell DC.

Rune of the Skyejotun (Cloud Giant)

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.

Rune of the Steinjotun (Stone Giant)

Prerequisite: Pact of the Rune feature

Starting at 5th level, add double your Strength modifier to the damage of your Eldritch Boulder cantrip. Add triple your Strength modifier at 11th level and four times your Strength modifier at 17th level.

Rune of the Uvarjotun (Storm Giant)

Prerequisite: Pact of the Rune feature

As an action, you can bring down an unerring thunderbolt on a creature or object you can see within 300 feet of you. It takes lightning damage equal to your warlock level and thunder damage equal to your warlock level. Once you use this invocation, you must finish a long rest before you can use it again.

Rune of the Voadkyn (Forest Giant)

Prerequisite: Pact of the Rune feature

When you make a Wisdom (Animal Handling) or Wisdom (Survival) check, you always add a Pact of the Rune die and treat a roll of 9 or less on the d20 as a 10 instead.

Art Credit

He Who Moves Mountains by Rob Joseph, Dagda by Koei, Kalemne's Captain by Tomasz Jedruszek, Rune by fosterchild, Thryx, the Sudden Storm by Matthias Kollros, Bearer of the Heavens by Ryan Alexander Lee, Aegar, the Freezing Flame by Chris Rahn, Ancient Giant by Bethesda, Giant Warrior by Velinov
 

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