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# Giant Variants All of these variations are just that, ***variant ruling*** . This power them up a lot and will probably increase their CR a varying amount. Also, please note that ***none*** of these rulings are tested as of 23-03-2020. If you do, please send me a message at [my reddit post](https://www.reddit.com/r/stormkingsthunder/comments/fo3v2u/new_giant_variations_to_implement_in_your_game/?utm_source=share&utm_medium=web2x) ## True Giantkind ### Weapon Variety Just as with other humanoids the giants of old can also wield other kinds of weapons. Generally, the only weapons that really work for a giantlike style of combat the giant will pick a two-handed melee weapon. A good way to calculate is that you take another weapons. ### Runic Weapons Giants of higher power such as giant lords an in general prestigous giants sometimes wield powerful magical runic weapons. ### Feats To spice up your giants you can add feats that power up your giants. #### Brute Giants are huge, scary huge. With the force of their mere attacks some giants even pushes the unfortunate target to the side. On the first hit on the giants turn the target must make a strength saving throw or take 1d10 additional bludgeoning damage or half as much on a successful save and on a failed save be knocked away the distance below, towards one side or in front. | DC | Giant type |Knock distance | |:---:|:-------------:|:-------------:| | 15 | Hill Giant |10 feet | | 16 | Stone Giant |15 feet | | 16 | Frost Giant |15 feet | | 17 | Fire giant |20 feet | | 18 | Cloud Giant |25 feet | | 19 | Storm Giant |30 feet | #### Sentinel - Whenever the giant hits a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within its reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than it (and that target doesn't have this feat), it can use its reaction to make a melee weapon attack against the attacking creature. #### Siege Monster The giant deals double damage to objects. #### Polearm Master *prequisite: weapon with the reach property* You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach. #### Tough The giant's hit point maximum increases by an amount equal to 10 + twice their hit dice + twice their constitution modifier. Additionally, all damage done to the giant is reduced by an amount equal to half their Constitution modifier. #### Reactive Fighter *prequisite: weapon that deals slashing or piercing damage* Alternative 1: The giant can use their reaction to get a +5 bonus to their armor class by blocking a melee weapon attack that deals slashing or piercing damage with their blade. If the attack was a critical that hit it becomes a regular hit **if** the total hit score is lower than their target AC. Alternative 2: The giant can use their reaction roll a weapon attack to parry melee weapon attack that deals slashing or piercing damage. That attack roll total becomes the giants AC and if it is 5 or more above the attackers hit total the giant gets an attack of oppurtunity against that creature. ### Great Weapon Master The giant has learned to put the weight of a weapon to their advantage, letting its momentum empower its strikes. It gains the following benefits: - On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. - Before it makes a melee attack with a heavy weapon it can choose to take a -5 penalty to the attack roll. If the attack hits, it adds +10 to the attack’s damage. ## Hill Giants ### Brutal Critical Hill giants are massive, perhaps not as fit as the others but their weight is far bigger than their control. Thus, the weight of their strikes are big. When the hill giant scores a critical hit with a melee weapon it adds damage equal to twice its strength modifier(10). ## Stone Giants Coming soonTM \pagebreak ## Frost Giants ### Chill Breath (Recharge 5-6) Some frost giants have learned to imbue there very breath with cold. The frost giant breathes out a 25-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage or half as much on a successful save. Each creature in the cone must attempt a DC 14 Constitution saving throw. A creature that fails its save is also stunned until the end of your next turn. ### Berserker Rage When some frost giants are bloodied they can choose to go into an extreme rage as a reaction and becomes resistant to piercing, slashing and bludgeoning dame from both magical and non-magical sources. Additionally, it adds its proficiency bonus, a +3 to all weapon attacks. This rage lasts for 5 minutes or if the giant does not do an an attack or take damage 2 rounds in subsequent order. ## Fire Giants ### Flame blade The fire giant imbues its blade with flames and makes a greatsword attack with a DC 15 Dexterity saving throw against each creature in a 10-foot radius. This attack deals an additional 2d6 fire damage adding it to the total. ww ### Blacksmith Tradtionally, fire giants were the blacksmith of the once great kingdom Ostoria and some still prefer to wield their warhammers. They have a +11 to hit and deal 3d10 + 7 bludgeoning damage and on the first attack that hits on its turn deals 1d10 fire damage from heating up the metal with the heat of their fists. Additionally, these smiths have magical armor with an AC of 19(+1 Plate). ## Cloud Giants ### Glaive Masters Certain cloud giants prefer the more elegant glaive instead of the more brute morningstar. A cloud giant glaive deals a massive 3d10 + 8 slashing damage with a reach of 20 feet(with their melee swings yes). ### Tornado Strike Cloud giants are the masters of the air and of those the most poweful have learned to channel the power of wind to damage their enemies. As an action on their turn the cloud giant can choose to use tornado strike and with that target a location that they can see within 240 feet. Where the ability hits a small tornado falls and each creature in a 15-foot-radius must make a DC 18 dexterity saving throw or be sucked in for 1d4 - 1 rounds, every round after the first one they will be thrust up 10 feet. Each creature inside will take 4d10 + 12 force damage or none on a successful save. After the the tornado ends the creatures inside drop feet equal to the number of rounds inside the tornado multiplied by 10 and takes 1d6 bludgeoning damage from the fall. Once the giant has used this, it can't use it again until they finish a short or long rest. ## Storm Giants ### Thunderous Form (alternative: Avatar of True Storm) As a bonus action once per short or long rest truly powerful storm giants can enter a form where they channel the elements and become a true avatar of storm itself that lasts for a maximum of 15 minutes. When they do so they get the following benefits: * Immune to attacks that do bludgeoning, piercing and slashing damage done by non-magical weapons. * Resistance to attacks that do bludgeoning, piercing and slashing damage done by magical weapons. * They add their profiency modifier in lightning damage(+5) to weapon attacks. * Any creature hitting with a melee weapon attack must make a DC 14 Constitution saving throw or take 1d12 lightning damage. * It's movement speed increaces by 20ft. * Instantly, the storm giant gains 2 charges of its lightning strike. Additionally, they gain one spell slot to cast either *call lightning(DC 17)* or *lightning bolt(+9 to hit)* at 5th level. * Every time that a creature ends their turn within 60 feet of the giant they must make a DC 17 Constitution saving throw or take 1d10 thunder damage from the mere sound of thunder * The giant get a +2 bonus to its armor class \pagebreakNum # Revised Giants These are versions of giants that use the rules avove ___ ___ > ## Storm Giant King >*Huge Giant, chaotic good* > ___ > - **Armor Class** 17(+1 Scale Mail) > - **Hit Points** 340(20d12+100) > - **Speed** 50ft., swim 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|14 (+2)|20 (+5)|16 (+3)|18 (+4)|20 (+5)| >___ > - **Saving Throws** STR +15, CON +10, WIS +9, CHA +10 > - **Skills** Arcana +8, Athletics +15, History +8, Perception +9 > - **Damage Resistances** Cold > - **Damage Immunities** Lightning, Thunder > - **Senses** Passive Perception 19 > - **Languages** Common, Giant > - **Challenge** Challenge and Xp > ___ > > ***Amphibious.*** The giant can breathe air and water. > > ***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma (spell save DC 18. It can innately cast the following spells, requiring no material components: > > At will: detect magic, feather fall, levitate, light > > 3/day each: control weather, water breathing > > ***Thunderous Form*** >As a bonus action once per short or long rest truly powerful storm giants can enter a form where they channel the elements and become a true avatar of storm itself that lasts for a maximum of 15 minutes. When they do so they get the following benefits: > > * Immune to attacks that do bludgeoning, piercing and slashing damage done by non-magical weapons. > * Resistance to attacks that do bludgeoning, piercing and slashing damage done by magical weapons. > * They add their profiency modifier in lightning damage(+5) to weapon attacks. > * Any creature hitting with a melee weapon attack must make a DC 14 Constitution saving throw or take 1d12 lightning damage. > * It's movement speed increaces by 20ft. > * Instantly, the storm giant gains 2 charges of its lightning strike. Additionally, they gain one spell slot to cast either *call > lightning(DC 17)* or *lightning bolt(+9 to hit)* at 5th level. > * Every time that a creature ends their turn within 60 feet of the giant they must make a DC 17 Constitution saving throw or take > 1d10 thunder damage from the mere sound of thunder > * The giant get a +2 bonus to its armor class > > > > ### Actions > ***Multiattack.*** The giant makes two greatsword attacks. > > ***Greatsword.*** Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 13) magical slashing damage(+3 greatsword) and the target must make a DC 18 Constitution saving throw, taking 5d8 lightning damage on a failed save, or half as much on a successful one. > > ***Rock.*** Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 10) bludgeoning damage. > >***Lightning Strike*** (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each >creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, >or half as much damage on a successful one. >