Warlock Patron: Ancient Giant 1.1

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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.

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 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 anything you are wearing except manufactured weapons. If you lack the room to become Large, your size doesn’t change.

  • You have advantage on Strength checks and Strength saving throws.

  • You can roll 2d4 in place of the normal damage of your unarmed strike.

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.

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 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.

  • You can roll 3d4 in place of the normal damage of your unarmed strike.

  • 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.

Rock

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: Touch or 15 feet
  • Components: S
  • Duration: Instantaneous

You conjure a large rock and use it to either smash a nearby foe or toss at a more distant enemy. Make either a melee weapon attack against a target you can reach or a ranged weapon attack against an enemy within 15 feet of you. It deals 1d4 + your Strength modifier bludgeoning damage. If you are size Large, it deals an extra 1d4 damage. The damage doesn't count as magical until 6th level. The rock crumbles after the attack.

If you make a ranged weapon attack, the range is doubled for each size you are above Medium (30 feet if Large, 60 feet if Huge, 120 feet if Gargantuan).

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.

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. 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 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 2d6 damage to the target. Additionally, if the target is a creature, it 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 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 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, 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.

  • 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 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. The spell can be heard up to 500 feet away.

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.

  • Your unarmed strikes deal an additional 3d4 damage, and your Rock 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 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.

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

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

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. Once you use this invocation, 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 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 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.

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 Strength checks without activating it. The range of your Rock cantrip and thrown weapons is doubled.

Rune of Force

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 the Rock 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 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.

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. You can use this invocation twice between short and long rests.

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 the damage of your Rock cantrip. 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

This invocation acts like the Ildjotun's Rune and Isejotun's Rune, except that its damage type is your choice of either lightning or thunder damage. You can select this invocation twice, choosing one damage type the first time and the other damage type the second time.

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.

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.

  • You have advantage on Charisma checks made to influence creatures that have an innate swimming speed.

  • You can speak, read, and write Aquan.

  • 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.

  • You have advantage on Charisma (Persuasion) checks made to influence celestials and disadvantage on such checks against fiends.

  • You can communicate with celestials as if you had a common tongue and can speak, read, and write Celestial.

  • 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.

  • You have advantage on Charisma checks made to influence fey.

  • You can communicate with fey as if you had a common tongue and can speak, read, and write Sylvan.

  • 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.

  • 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.

  • 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.

  • 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.

  • You have advantage on Charisma checks made to influence elementals.

  • You can speak, read, and write Primordial and its dialects.

  • 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 performing light activity or 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.

  • You can communicate with undead as if you spoke a common tongue and you have advantage on Charisma checks made to influence them.

  • 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.

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