Cleric
The following is a new option for a cleric's Divine Domain feature.
Giant Domain
For clerics of the Giant Domain, the might of a being can be measured in their size, with larger and more muscular beings being more worthy of respect in the eyes of their god. Therefore, followers of these gods strive to improve themselves physically every day, hoping to one day match the lesser giants in strength. Many clerics of this domain serve their deities by hunting down the enemies of giantkind, exploring ancient ruins, and preserving the natural order of the world, which is incredibly important to giants. Gods of this domain include Iapeta, Porphyrion, Ouza, and Ymir.
Domain Spells
You gain domain spells at the cleric levels listed in the Giant Domain Spells table. See the Divine Domain class feature for how domain spells work.
Giant Domain Spells
| Cleric Level | Spell |
|---|---|
| 1st | feather fall, fog cloud |
| 3rd | enlarge/reduce, levitate |
| 5th | lightning bolt, water breathing |
| 7th | ice storm, stoneskin |
| 9th | arcane hand, flame strike |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor. You also gain proficiency in the Athletics, History, Insight, or Persuasion skill (your choice).
Giant's Strength
Starting at 1st level, your god grants you some of their strength and power in battle. When you use the Attack action, you can attempt to grapple or shove the target of one of your attacks as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Weight of the Heavens
Starting at 2nd level, you can use your Channel Divinity to summon a boulder from the heavens, crushing your enemies beneath its weight.
As an action, you present your holy symbol, and choose a point within 60 feet of you. Each creature within 20 feet of that point must make a Strength saving throw. A creature takes bludgeoning damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. Additionally, one creature of your choice who failed its saving throw is trapped beneath the sky's weight and is restrained for 1 minute. A creature restrained by the boulder can use its action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer restrained.
Finally, the ground in that area becomes difficult terrain until cleared as the boulder shatters into pieces upon impact. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Brawn of the Behemoths
Start at 6th level, you draw power from the strength of the majestic giants, granting you the following benefits:
- You count as one size larger when determining the size of the creature you can grapple or shove.
- Your speed is not halved when dragging a creature your size or smaller.
- You have advantage on saving throws against being unwillingly moved or knocked prone.
- Your attacks and spells deal double damage to objects and structures.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the force of the mighty giants. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning, cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Titanic Divinity
At 17th level, your physique is unmatched by any mortal. You have advantage on Constitution saving throws. Additionally, you can also spend 15 feet of movement to automatically escape from restraints, such as manacles or a creature that has you grappled.
Created by /u/technowhiz34
Art Credit: Ryan Alexander Lee, WotC

