Sorcerous Origin: Giant Soul

by ZeroNove

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Sorcerous Origin: Giant Soul

Sorcerous Origin

Giant Soul

The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, they granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, these people have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.

Giant Soul Features
Sorcerer Level Feature
1st Jotun Resilience, Mark of the Ordning
6th Soul of Lost Ostoria
14th Rage of the Fallen Kin
18th Blessing of the All Father

Jotun Resilience

The resilience of the giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

In addition, you grow a number of inches in height equal to 3d4, learn how to speak, read and write Giant and gain proficiency with all melee weapons.

Finally, when you reach 3rd level in this class, you learn the metamagic "Runic Inscriber" (described at the end of the 3rd page of this document). It doesn't count against the number of metamagics you know.

Mark of the Ordning

Also at 1st level, you gain the ability to channel the souls of your ancestors into your physical form through your spells. Whenever you cast a sorcerer spell on your turn and expend one spell slot, you may gain the following benefits:

  • If you are smaller than Large, you become Large. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Your Strength score matches your Charisma score, if it is not already higher.
  • If you are not wearing any armor, your AC becomes 13 + your Constitution modifier.

This effect lasts for 1 minute, but it ends early if you die or are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Additionally, you discover magical innate abilities associated with the type of your giant ancestor. Choose one of the giant types at the 2nd and 3rd pages of this document. Your choice grants you spells at certain levels in this class. These spells count as sorcerer spells for you, but they don't count against the number of spells known. You cannot replace them when you level up. The choice also determines your 6th level feature.

Soul of Lost Ostoria

Starting at 6th level, you gain extra proficiencies, alongside one extra benefit when you use your Mark of the Ordning feature, based on your choice of giant ancestor.

Rage of the Fallen Kin

Starting at 14th level, you become even better at channeling the power of your ancestors through your magic. When you use your Mark of the Ordning feature, you gain the following benefits, on top of the benefits you already had:

  • Your melee weapon attacks deal bonus damage equal to your Constitution modifier (minimum of +1).
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Blessing of the All Father

At 18th level, your Constitution score increases by 2, up to a maximum of 22.

In addition, when you use your Mark of the Ordning feature, you become Huge instead of Large, and your reach and range of your ranged spells increase by 5 feet.

Giant Ancestors

Hill Giants

Your ancestor is one of the hill giants, a giant inhabiting the lowest rank in the Ordning. They are renowned for their stupidity, selfishness and gluttonous appetites, looked down on by other giants and treated as savages.

Hill Giant Spell List
Sorcerer Level Spell
1st thorn whip, wrathful smite
3rd enlarge/reduce, protection from poison
5th erupting earth¹, plant growth
7th grasping vine, staggering smite
9th insect plague, wrath of nature¹

Gluttonous Strength

At 6th Level, you gain proficiency in Strength saving throws and in the Athletics skill.

In addition, when you are under the effects of Mark of the Ordning you can use a bonus action to force any creature within 10 feet of you to make a Strength saving throw against your spell save DC. On a failure, the creature is either knocked prone or pushed away from you (your choice). The maximum distance in feet it can be pushed equals 5 × your Constitution modifier (minimum of 5).

You can use this feature a number of times equal to your Constitution modifier (minimum of 1) by use of Mark of the Ordning.

Stone Giants

Your ancestor is one of the stone giants, an artistic race of cave dwelling giants. They live only in the pursuit of art, putting beauty above all else, and their wisdom grants them respect above their Ordning rank, along with longer lives.

Stone Giant Spell List
Sorcerer Level Spell
1st ensnaring strike, mold earth¹
3rd enlarge/reduce, warding bond
5th intellect fortress², meld into stone
7th stone shape, stoneskin
9th wall of stone, skill empowerment

Stone's Serenity

At 6th Level, you gain proficiency in the Insight skill and with mason’s tools.

In addition, when you are under the effects of Mark of the Ordning, you gain a bonus to your AC equal to half your Constitution modifier, rounded down (minimum of +1).

Frost Giants

Your ancestor is one of the frost giants, who value strength above all. These giants dominate the snowy tundras as brutish scavengers, and served as berserkers in the war against dragonkind. To this day, they frequently hunt white or silver dragons for sport.

Frost Giant Spell List
Sorcerer Level Spell
1st armor of agathys, ray of frost
3rd hold person, summon beast²
5th blinding smite, sleet storm
7th dominate beast, ice storm
9th cone of cold, hold monster

Tundral Resilience

At 6th Level, you gain proficiency in the Animal Handling and Survival skills.

In addition, when you are under the effects of Mark of the Ordning, you gain temporary hit points equal to your Constitution modifier (minimum of 1) immediately after you cast a spell. If the spell is armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of +1).

Fire Giants

Your ancestor is one of the fire giants. These craftsmen are known for their love of metal, their inability to collect it and the masterpieces they produce. Their place in the Ordning is one that comes with respect, if not authority.

Fire Giant Spell List
Sorcerer Level Spell
1st fire bolt, searing smite
3rd branding smite, heat metal
5th elemental weapon, fireball
7th fabricate, wall of fire
9th flame strike, holy weapon¹

Craftsman's Call

At 6th Level, you gain proficiency with the smith’s tools and another set of artisan’s tools or your choice.

In addition, when you are under the effects of Mark of the Ordning, your spells that deal fire damage cause bonus fire damage equal to your Constitution modifier (minimum of +1) to one creature targeted by the spell.

Cloud Giants

Your ancestor is one of the cloud giants, aristocratic monarchs that rule over glorious castles perched in the clouds. They often defend local villages from monsters in exchange for tribute, becoming fearsome mercenaries. These giants flaunt their wealth to all who can see, and their wit and cunning grant them the second highest rank in The Ordning.

Cloud Giant Spell List
Sorcerer Level Spell
1st fog cloud, minor illusion
3rd alter self, misty step
5th counterspell, hypnotic pattern
7th confusion, staggering smite
9th seeming, syanptic static¹

Cloud's Cunning

You gain proficiency in the Sleight of Hand and Deception skills.

In addition, when you are under the effects of Mark of the Ordning, you can cast Misty Step without consuming any spell slot.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1) by use of Mark of the Ordning.

Storm Giants

Your ancestor is one of the storm giants, the apex of giant kind. These wise and noble warriors have their very arrival foretold by omens of the wild, and are adept at reading these omens themselves. The most powerful of these giants can defy death itself by becoming a living storm.

Storm Giant Spell List
Sorcerer Level Spell
1st shocking grasp, thunderous smite
3rd gust of wind, mind spike¹
5th call lightning, clairvoyance
7th staggering smite, storm sphere¹
9th control winds¹, scrying

Omen Reader

At 6th Level, you gain proficiency in the Perception skill and cannot be surprised as long as you aren’t incapacitated.

In addition, when you are under the effects of Mark of the Ordning, whenever a creature makes an attack roll, ability check or saving throw, you can use your reaction to impose advantage or disadvantage on that roll.

You can use your reaction in this way a number of times equal to your Constitution modifier (minimum of 1) by use of Mark of the Ordning.

Metamagic

Runic Inscriber

When you cast a spell that has a target or an area of effect and has a casting time of one action or bonus action, you may instead expend 2 sorcery points to inscribe it as a rune on a melee weapon, a piece of ammunition, or a piece of armor that you can see within the spell's range as a bonus action. Alternatively, you can create the rune on an unoccupied space of five feet by five feet within the spell's range.

When a creature is hit by the weapon or piece of ammunition with the rune inscribed, hits the user of the piece of armor, or enters the space where the rune was placed or end its turn there, the rune activates, casting the spell. If the spell has a target, it targets the creature that triggered the rune. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the creature and attack it. If the spell requires concentration, you must starting concentrating on it when the rune is triggered as if you just casted the spell.

The rune is visible and sheds dim light in a 10-foot radius. A creature can analyze the rune, making an Intelligence (Arcana) skill check against your spell save DC as a bonus action, to recognize which spell was inscribed. The creature has advantage on the ability check if it saw you creating the rune.

The rune lasts for 1 minute, and you can only have one rune at a time. The number of runes you can have at a time increases by 1 (to a maximum of 2) at the 5th level in this class, and again at the 15th level in this class (maximum of 3). Trying to exceed the limit will cause the oldest rune to disappear before the new one is created.

Spell References
  • 1: Xanathar's Guide to Everything
  • 2: Tasha's Cauldron of Everything
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