2c DRAGONS?
=. DUNGEONS,
JANTS
&
BIGBY PRESENTS
oF
THE
1.9
2G
. 43
Bie (5 03 BE E28 voLO BE —CONTENTS
Diancastea’s $898 on
Glory of the Giants cnn
Anoam and the Giants
Giantkind...
Giants of Many World
Ch. 2: Giants in Play. 2
Abe
Volume...
Pride Nine 2
NT)
‘The Ordning. SS
Rejecting the Ordning 26
Origin ofthe Ordning. nn 26
Gods and Religion ennnnennnnnn 7
‘Annam and the Ordning.27
Interloper Gods.
Gods and Adventures..
Using the Tables...
Giantkind Encounters,
Connected Creatures...
Adventure
‘Adventure Models,
Giant Patrons,
‘Campaigns...
‘A World of Giants
Campaign Events conn
Giants and Other Ancients.
Giants of Myth
Ch. 4: Giant Enclaves
Using Enclaves ..
Giant Enclave General Features
Annam's Cradle
Ashen Grotto.
Dreamer's Reach
Endless Rockslide.
Forest Crystal nnn
Forsaken Deeps
Frost Giant lee Shaper.
Frost Giant of Evil Water.
Frostmourn..
Gale's Eye Tower mn Pury of Kostchtchie.
Grolantor's Larder.
Hiatea's Hearth.
Horizons Bdge nn.
Howling leeberg.
Karontor’s Hold.
Misty Vale...
Runie Circle.
‘Singing Sands,
Giant Lynx
Giant Ox...
Goliath Giant Kin..
Star Foree.. : Grinning Ca
Thundering Observato Hill Giant Avalanche.
Worldroot Sapling, Lightning Hulk...
Ch. 5:Giant Treasures...
Giant Bags.. =
Cloud Giant Bags.. Mud Hulk
Fire Giant Bags.
Frost Giant Bags.
Hill Giant Bags..
‘Stone Giant Bags. 107 Cradle ofthe Hill Seion
Storm Giant Bags---.108_Scion of Grolantor.
Relics of Giant Realms... 108 Cradle of the Cloud Scion,
Scion of Memnor.
Cradle ofthe Stone Scion.
Kinds of Treasure.
Magic Items...
‘ANote About Size.
Giant Crafted lems.
Magic Item Descriptions...
Ch. 6: Bestiary..
Bag Jelly nnn
Barrowghast....
Cairnwight
Cinder Hull.
Cloud Giant Destiny Gambler.
(Cloud Giant of EVID Ait nn
Death Giants...
Death Giant Reaper.
Scion of Thrym..
Spectral Cloud.
‘Spotted Lio men
Stalker of Baphomet..
‘Stone Giant of Evil Earth
‘Stone Giant Rockspeaker...
Storm Crab.
‘Storm Giant Tempest Caller...
Storm Herald...
‘Tempest Spi
Titanothere..
Trolls.
Troll Amalgam...
Troll Mutate..
Creature Lists...
Giants by Kind
Challenge Ratings.
Creature Types...
Appendix A: Concept Art..
Appendix B: Adventure Hooks...
FE DOIgS ove
Firbolg Primeval Warden
Firbolg Wanderer...
Firegaunt
Fire Giant Forgecaller,
Fire Giant of Evil Fire
Fire Hellion
Flesh Colossus...
Fomotians nnn
Fomorian Deep Crawle
Fomorian Noble
Sidebars
‘The Many Meanings of “Giant
Giant Runes and Dwarvish Seript
Giant Children.
Giants and Tiers of Play.
Pick a Giant, Any Giant.
Entering Horizon’s Edge
Giant-Crafted lems.
Destiny Gambler Spell Winnings.....125
——— ee
LrBattle-worn and weary, bruised from her journey,
Diancastra entered the All-Father's hall.
With calm confidence she claimed her due
Under the birthright of her blood:
Her father's gift of godliness,
“Wise one, All-Father Annam, world-shaper of old,
Mighty were vour deeds in time’s dawning.
You scattered seeds of the sundered First World:
Your dreams created the cosmos,
The teeming worlds, full of wonders.
“Six sons, goddess-born, you sanctioned as rulers
To govern the mortal multitudes.
Boorish and bumbling, they bungled the task!
Surely | am more deserving of divinity
In spite of my mortal mother.”
Scowling, all-wise Annam spoke to his daughter:
“Mighty are my sons in strength,
And Hiatea, your half sister, her heroism showed
In slaying a many-headed monster.
What such deeds have you done?”
“The sphinx’s riddles I solved to claim her prize.
I plumbed the secrets of the sea.
I ventured to the vault of the venerated lobster-god
To steal her precious pearls—
‘And | found your secret sanctum.”
“Pranks and rebellion! Prove your worth
Not with the willful choices of a child.
I will test your temper; try this challenge:
Bring me pure perfection—
Something my craft cannot better.”
DIANCASGRA'S SAGA
A crown he then made, from chaos he shaped it,
And to her he gratefully gave it.
Divine Diancastra departed his sanctum,
With stirrings of hope for her
Diancastra, undaunted, departed the sanctum,
And journeyed to the waters beyond worlds.
She sailed forgotten seas into storms of cha
And claimed a mote of matter,
Shapeless, unformed, and ever-changing,
The All-Father mocked her and easily shaped it,
Making a fertile field
But soon he scowled, not satisfied, and reshaped it
Into a storm-tossed sea,
Then a fiery furnace-peak.
AL last, Dianeastra, laughing, said to him,
“Forsake your cunning craft!
Chaos is a canvas for creation, unbounded,
Perfectly imperfect and unformed.
You cannot perfect potential.”
hier filled Annam’s hall, loud as thunder,
Shaking floor and firmament.
The All-Father acquiesced, admitting defeat,
And granted Diancastra's demand,
Kindling the god-spark he gave her.
“Too bitterly I judged the bungling of my sons,
In haste I quickly condemned them.
will watch them and see whether perhaps they too
Share your clever capacity
To see perfection in potential.”
i harried kin,
The All-Father's favor foreseen,Dear reader,
of these ancient peel.
ve asked Diancastra te review this lent, and her notes appear
-rroughaut the beck uhere her perspective can enlarge upom ny sume
| Vrust that her insight and ny eruditian will expand your horizons as she
has'breadened nine,
Fis. —Bioby
GLORY OF THE GIANTS
Myths, fairy tales, folklore, and fantasy literature
throughout the real world depict a tremendous
range of giants. Some tales suggest that the humans
of past ages were gigantic, and the relatively small
stature of present-day humans is a mark of their
degeneracy. Others imagine remote realms—cloud
castles or lost continentswhere Brobdingnagian
people dwell, set apart from their puny relatives
In the worlds of DunGEons & DRaGons, the story
of the giants is a tragic one that echoes this whole
range of fantasy and myth. Begotten by the mighty
god Annam, who intended them to rule the worlds
with wisdom as well as might, giants have fallen far
short of the lofty destiny their progenitor imagined
for them. Now supplanted by myriad smaller peo-
ples of the worlds, giants live apart in remote stead-
ings, undersea palaces, subterranean realms, and
flying citadels.
Bighy Presents: Glory of the Giants explores
giants’ role in D&D and their realms across the
worlds. It delves into the history ofthe giants and
details the places where they live in isolation, as
well as the ruins they left behind in their dectine.
ur guide in this exploration is the wizard Bighy, a
former apprentice of Mordenkainen and creator of
the spell Bigby’s hand. Though he began his career
determined to use magic to dominate and control
This book represents a Journey for ne, and | an excited
te lake your hand and leag sau along the sone path. \
never had auch interest in giants, though | certainly
respected their strength, My various encounters
sith Digneastra—uho is no less than
daughter of Annan, the AllFather of the giants|—
opened ny eyes to the alaries, the deep nagte, and the viséon
others, he eventually changed his ways and has
worked hard to make amends for his past villainy.
One factor that influenced his change of heart was
Bigby's recurring encounters with Diancastra, a
demigod revered by many giants. Throughout this
book, we see glimpses into the relationship between
these two mighty figures of legend.
This introduction presents a portion of the saga,
of Diancastra. The saga is a window into important
aspects of giants’ life and thought, and it introduces
themes that reappear throughout the book: Annam’s
retreat from his children, the giants’ fall from grace,
and the hope some giants hold for a future resto-
ration of their ancient glory.
Chapter 1 introduces giant themed options for
adventurers, including a subclass that allows char-
acters to tap into the magic of giants (the Path of
the Giant barbarian), (wo giant-related backgrounds
(the giant foundling and the rune carver), and a wide
selection of feats. The chapter also includes role-
playing suggestions to help you connect a character
of any class to the grandeur of giants.
Chapter 2 offers advice and tables to help Dun
geon Masters use giants in play. It covers roleplay.
ing tips, an overview of the hierarchical structure
of the ordning and giants’ religion, and ideas about
giants’ organizations and societies.
GLORY OF THE GIANTSChapter 3 presents tools to help Dungeon Masters
build encounters, adventures, and whole campaigns
around giants. The chapter includes tables you can
use to populate the giants’ enclaves presented in
chapter 4.
Chapter 4 discusses the places where giants
dwell: the remote enclaves and secret hideaways
where they cling to the remnants of their ancient
glory. Maps are a centerpiece of the chapter, pre-
senting a range of sites steeped in giants’ supernatu-
ral power that you can drop into any campaign.
Chapter § details the treasures characters might
find as they deal with giants or explore giants’
hidden realms. These treasures range from the
contents of a wandering giant's bag to the mightiest
relics of giants’ ancient civilization. The chapter in-
cludes more than two dozen new magic items.
Chapter 6 provides stat blocks and lore for a tre-
mendous variety of giants. The chapter includes new
giant kinds (such as the death giant) and new varia-
tions on the giants found in the Monster Manual. A
range of other enormous creatures, from towering
dinosaurs to magical giant geese, can help DMs
populate a giant-sized environment.
ANNAM AND THE GIANTS
‘The saga of the demigod Diancastra is an epic poem
treasured by skalds and storytellers among all kinds
of giants. The portion of the saga excerpted at the
start of this book is among its most popular scenes,
describing how Diancastra convinced her father to
ibue her with divinity even though her mother was
a mortal giant.
The story is unusual among the sagas of the
giants in its description of Annam’s deeds “in time's
dawning.” It boldly claims Annam collected the frag-
ments of the First World—the original world of the
Material Plane, created by the primordial dragons
Bahamut and Tiamat—and contributed in some way
to their transformation into the Material Plane as
it exists today with its myriad worlds. Other sagas
claim Annam was similarly instrumental in the cre-
ation of the Inner Planes, slowly sorting the tumult
of the Elemental Chaos until the four Elemental
Planes took shape. These sagas explain the giants’
close ties to the elemental forces of air, earth, fre,
and water by pointing to Annam’s early efforts in the
Elemental Planes.
‘Diancastra’s Saga also summarizes the central
tragedy of giantkind’s long history: Annam intended
the giants to rule over all the worlds of the Material
Plane, but his six sons—the gods Stronmaus, Mem-
nor, Surtur, Thrym, Skoraeus, and Grolantor—failed
to live up to their father’s expectations for them. (Di
ancastra calls her brothers “boorish and bumbling.”
Notably, Annam does not refute her on that point.)
Annam's disappointment in his sons caused him to
GLORY OF THE GIANTS
realm within the Outlands. fa
retreat o aiden
pee Material Plane and the dor
removed from the
os "
oforer Bos ein Diancastra’s Sa is A
A Tey Je to his daughter. He dismisses er
halen pd rebelion” and defies Dian
bring him "pure perfection,” some item the |
his craft and skill he is unable to improve ;
intends this tobe an impossible task.
‘But Diancastra surprises him. Journeyind
outermost reaches of the Elemental Chaos,
Uinshaped elements form a tumult of mater 301) «2
ray, che claims a mote of raw chaos and Prins 19
her father. Annam quickly shapes it, Dut he is Ws
efied with the result; he shapes it again and agin,
each of his efforts to.
ee Dianeastra points out —e3e
re he chaos ends up reducing its
into mere actuality.
int that concerns more than
? canting his daughter's
iancastra’s cleverness. In granting
east for divinity, Annam acknowledges tne the
tame chaotic, changeable potential exists within
his sons and their descendants. Uiimately, this
‘acknowledgment holds out the possibility that An
‘fam’ faith in his descendants might be restored
and the All-Father might one day be drawn from his
celfimposed exile. That glimmer of hope, faint as it
ight be, is a significant motivation for those giants
who hope to reclaim their people's ancient glory.
‘and it might account for the saga’s popularity among
giants of all kinds.
raw potenti ;
‘The saga makes a poit
reasomanle owe.
Diancastra
|GIANTKIND
oe
The descendants of Annam are the various erea
The denen eg Annan he arin ce
of genealogy linking Annam tothese Giants area.
gnatter of mythology, and myths vary from world to
trorid and from one teller to another, Most tellings
qnake a distinction between the main families of
giants who are descended from the sons of Annam
find the Various other creatures whose origins,
are murkier.
Heirs OF ANNAM
‘As described in the Monster Manual, the ordning
ranks the six main families of giants, Each fami
iy’s place in the ordning corresponds to the birth
order of the associated son of Annam: Stronmaus,
Annam’s firstborn, is regarded as the progenitor
of storm giants, and Grolantor, progenitor of hill
giants, is Annam's youngest son. Thus, the ordning
neatly encompasses and arranges storm giants,
cloud giants, fire giants, frost giants, stone giants,
and hill giants by connecting them to Stronmaus,
‘Memnor, Surtur, Thrym, Skoraeus, and Grolantor,
respectively.
That neat structure overlooks the daughters of An
nam: Hiatea, lallanis, and Diancastra. Indeed, these
goddesses and their worshipers often push against
the boundaries of the ordning, both within each
kind of giant and in the overall rankings of the giant
families. No giants count the goddesses as ances-
tors, but that helps ensure their popularity extends
across giantkind.
Fomorians. The structure of the ordning also
overlooks the fomorians and their progenitor,
Karontor, who is usually described as Grolantor's
older twin. Just as Annam banished Karontor from
the family of the gods for his part in inciting the fo-
morians to assault the Feywild, the All-Father also
excluded the fomorians from the ordning.
Death Giants. Once cloud giants, death giants
(introduced in chapter 6 of this book) technically
have the same rank in the ordning as the other
descendants of Memnor. However, by turning
away from the gods of their ancestors to serve the
Raven Queen, they have abdicated their place in
the ordning.
OTHER GIANTS
The other creatures of the Giant type, who are not
included in the category of “giants,” are connected
to Annam but not descended from him.
Trolls and Ogres. The monstrous god Vaprak
is connected to Annam in some myths, though he
is never regarded as a proper son of Annam. The
Dwarvish Saga of Graridan Steelshield describes
how Vaprak arose from Annam's blood when it was
spilled on one of the worlds he tended, and the trolls
THE Many MEANINGS OF “GIANT a
‘The word “giant” has multiple meanings in Engl
dnd inthe fules of DBD, opening the possibilty of
confusion
ifs are, when this book tall sbove “gars
refers to the various creatures that Include “giant” in
Saree realy te pans fourdin the Mor
ster Monual—cloud giants fire pants ost ants
hill giants, stone giants, and storm giants—as wel as
the death giants that appear in chapter 6 ofthis book
‘These giants are the focus ofthis book, so it's safe to
assume that's what is meant when you see the word E
“giant” and it's not capitalized or otherwise qualified 54
Giant” is also a creatute type in the D&D rules, and °
as such, it's capitalized whenever it's used. This book
Usually refers to “creatures of the Giant type” to make
Sure it's very lear what is being talked about. All the
giants are creatures of the Giant type, as are cyclopes,
{ttins, fomorians, ogres, and trolls. But that latter
group of creatures is not the focus ofthis book.
mnt” (capitalized) is also the name of the an
guage spoken by most creatures of the Giant type (as
‘Wellas afew other creatures, such as hags). Refer.
‘ences tothe language throughout this book typically
feferto “the Giant language” of “Giant runes,” so
there should be no confusion between the language
and the creature type,
in turn arose from Vaprak’s blood shed in a similar
manner. The fensirs introduced in chapter 6 of this
book are descended from trolls. Ogres are some-
times described as descendants of Vaprak, giving
them a distant and distorted connection to Annam.
Oni are often said to be distantly related to ogres,
but at this point they are more fiendish than Giant
‘Cyclopes. Contradictory legends explain the ori-
gin of cyclopes, and none of those legends are told
by eyclopes themselves (who generally display little
interest in the question of their origins and their
connection to the gods). Some myths lump them in
with ogres as descendants of Vaprak, while others
claim they were once ogres who joined the ancient
fomorians’ invasion of the Feywild and thus shared
in fomorians’ banishment to the Underdark and the
resulting corruption of their physical forms. One
myth suggests cyclopes are descendants of Karon-
tor like the fomorians, but stemming from a line
that began after Karontor's banishment rather than
before it.
Ettins. A widespread folktale suggests eitins were
once orcs who were transformed into their giantlike
form by a blessing of the demon lord Demogorgon.
If that were true, though, ettins would have no
connection to Annam and couldn't be considered
kin of the giants. Most giants acknowledge ettins
as distant relatives and consider them descen:
dants of Grolantor (and thus distant cousins of hill
giants) or of hill giants who were transformed by
Demogorgon.
GLORY OF THE GIANTS 7GOLIATHS AND FirBOLGs
In addition to all these creatures classed as Giants,
two Humanoid kinds also claim distant kinship to
‘Anam’ heirs. Goliaths and firbolgs appear in chap-
ter 6 of this book and also appear as character races
in Mordenkainen Presents: Monsters of the Multi-
verse. Their connection to Annam is undoubtedly
distant, but some individuals among both peoples
hold giants in high regard and even worship the di
vine children of Annam—especially his daughters,
GIANTS OF MANY WorLDs
The saga of Diancastra hints that giants’ presence
throughout myriad worlds of the Material Plane
might be attributable to Annam’s role in the shaping
of those worlds, Giants believe they were meant to
rule the worlds of the Material Plane, and on many
worlds, historical records show they once did. But
their glory days are in the inconceivably ancient
past, long before any smaller folk ever dreamed of
writing histories,
FoRGOTTEN REALMS
The origins of the giants on the world of Toril lie
far in the past, long before any Humanoid peoples.
proliferated. According to the giants’ sagas, Annam
nts and guided his sons in
ee 15
ample tiled Over: In the
hig age is called the Time of Giants.
this age i om called the Time of Drago
r ns arose and flourished in the
‘¢ conflict among the dragons le
establishing 4!
cause dragor
riod. Some
only becaus t
vacuums the giants filled.
“After f ia of coexistence and in
‘After four millennia
tent confit a mighty red dragon named G:
een as a god among dragons
‘ometimes Seen a5 a 60
ae ar with the giants of Ostor
the dragons into W:
Conflict is remembered as the Thousand Y«
though it almost certainly involved long per
of quiet interrupte
dd by battles of intense sav
ond widespread destruction. By the end of th
flict, Ostoria was reduced to a shadow of its
glory--and Annam turned his back on his de
dans in disappointment.
For nearly thirty thousand years since the fa
ants have largely lived in seclusion,
Ostoria, giant
ingas far as possible from the spread of smaller
vies’ settlements. From time to time, giants
eons ser cgth to confets among other folk
Charismatic giants occasionally forged shortlivec
Kingdoms in ultimately futile efforts to restore th
glory of Ostoria, but giants have never again been a
i ‘the history of the world as they were
driving force in
during the Dawn Ages.
eee ica rere re 1Giant RUNES AND DWARVISH ScriPr
yen Annam created the giants, he also taught them
and gave them runes of power. These sym,
tine ar pitographs: each symbol represents a whole
vor concept rather than a single letter or sound.
och rune holds latent magical power, much ike the
ips inscribed in magic circles of protection, telepor
Brfon circles, and magical raps lke the glyph of ward.
jagspel. Thus, the first glants treated these runes as a
ine red secret and rarely wrote them
it wasn't until long after the fst flourishing ofthe
gjats ealture thatthe introduction ofthe Dwarvsh
Sipt-an alphabetic set of symbols, where each glyph
presents a single sound—made transcribing the Ci-
ret anguage an easier task To this day, most writin
| forms ofthe Giant language use the Dwarvish script
{as described in the Player's Handbook), and the knowl-
edgeof Clatrunesis ae exept among thse whe
al writing,
GREYHAWK
ifthe giants of Oerth had a mighty empire founded
by Annam in the distant past, that fact is not re
corded in any of the extant histories of the world
Even so, many giants of Greyhawk revere the sons
of Annam, though others have been lured into the
service of demon lords or various elder evils.
DRAGONLANCE
During the Age of Dreams, the newly created peo-
ples of Krynn awoke to the first dawn of the world.
‘The first to awaken were a Giant folk known as
ida, whose myths claimed they were shaped by
the hands of the gods. (Some interpreters of these
myths identify the dragon queen Takhisis as their
creator, while giant scholars on other worlds believe
‘Annam must have had a part in their creation.) The
irda quickly established the first mighty nation of
the young world, subjugating humans as their em-
pire grew. The irda ruled for thousands of years,
but they fell into decadent cruelty and their empire
gradually declined until their human servitors over-
threw them.
EBERRON
From the ashes of a mythic war between angelic
‘and demonic forces that left the primeval world in
ruins, an empire of giants was born on the myste-
rious continent of Xen’drik. The giants dominated
Xen'drik for millennia, ruling over many smaller
peoples—including elves who chafed under their
rule. When the might of the giants began to wane,
the elves rebelled. As the giants prepared to use
world-shattering magic to smite the elves, the drag-
ons of far-off Argonnessen attacked Xen‘drik and
brought about the fall of the giants’ civilization.
Some giants still live among the ruins of their
ancient civilization, though both their numbers and
their sophistication are greatly dimit
f
\e
anny OF GiAneT MNCS,
BE
Twewry aunes oF somes FORM 1
Mountas
co)
Shield Rune
‘War Rune
the fall of their empire. Other giants left Xen'drik
and now live alongside smaller peoples. Giants have
been known to study in the universities of the Five
Nations, to lead bands of marauders in Droaam, and
to trade with dwarf miners far beneath the surface
of the Mror Holds.
The giants of Eberron do not tell legends of An-
nam the All-Father, nor do they adhere to the rigid
structure of the ordning. This might be another
example of the effects of Eberron’s isolation from
the rest of the multiverse, but itis also possible that
Annam abandoned his children at the fall of their
ancient empire, just as he did on other worlds, and
they have since forgotten him entirely.
GLORY OF THE GIANTS
A
F
ffCHAPTER I
CNARACGER CREAGION
OST ADVENTURERS HAVE HEARD TALES.
of giants and their ilk. But for some
adventurers, their connection to giants
runs deeper than fanciful stories.
‘This chapter is for any D&D character who as:
pires to forge a link to the mighty giants, From
sources of havoc-wreaking power to the artful study
of rune magie, from boons that imbue an individ-
ual with giantike might to fantastic tales that can
shape an adventurer’s entire life—giants can make
both big and small impacts on a character's story.
The following sections present a variety of options.
for creating characters with ties to giants:
“Subclass Option” allows barbarians to explore
ties to the nature of giants.
“Backgrounds” presents two new backgrounds: the
giant foundling and the rune carver. These back-
grounds represent formative years spent studying
and living among giants, and they grant access to
feats that represent that experience.
iclucles inspiration for
ively connecting characters to giants, re-
gardless of their class or background.
“Feats” provides options for players who wish
to link their characters to giants and primor-
dial magic.
SuBCLASS OPTION
‘This section presents one new subclass option: the
Path of the Giant for the barbarian.
BARBARIAN: PATH OF THE GIANT
Barbarians who walk the Path of the Giant draw
strength from the same primal forces as giants. As
they rage, these barbarians surge with elemental
power and grow in size, taking on forms that evoke
the glory of giants. Some barbarians look like over-
sized versions of themselves, perhaps with a hint of
elemental energy flaring in their eyes and around
their weapons. Others transform more dramatically,
taking on the appearance of an actual giant or a
form similar to an Elemental, wreathed in fire, frost,
or lightning,
Grant's Power
3rd-Level Path of the Giant Feature
When you choose this path, you learn to spe:
read, and write Giant or one other language of your
choice if you already know Giant. Additionally, you
learn a cantrip of your choice: either druideraft oF
thaumaturgy. Wisdom is your spellcasting ability for
this spell
Giant's Havoc
Srd-Level Path of the Giant Feature
Your rages pull strength from the primal might
of giants, transforming you into a hulking force
of destruction. While raging, you gain the follow.
ing benefits:
(Crushing Throw. When you make a success
ful ranged attack with a thrown weapon using
‘Strength, you can add your Rage Damage bonus
to the attack’s damage roll.
Giant Stature. Your reach increases by 5 feet, and.
if you are smaller than Large, you become Large.
along with anything you are wearing. If there isn’t
‘enough room for you to increase your size, your
size doesn't change.
ELEMENTAL CLEAVER
6th-Level Path of the Giant Feature
Your bond with the elemental might of giants grows,
and you learn to infuse weapons with primor-
dial energy.
‘When you enter your rage, you can choose one
‘weapon that you are holding and infuse it with
one of the following damage types: acid, cold, fire,
thunder, or lightning. While you wield the infused
weapon during your rage, the weapon's damage
type changes to the chosen type,
CHAPTER 1| CHARACTER CREATION 4112
»
146 damage of the chosen type when it hits, and il
gains the thrown property, with a normal range of
20 feet and a long range of 60 feet, If you throw the
weapon, it reappears in your hand the instant after
ithits or misses a target, The infused weapon's ben
efits are suppressed while 2 creature other than You
wield:
While raging and holding the infused weapon, you
can use a honus action to change the infused weap-
on’s current damage type to another one from the
damage type options above.
MIGHTY [Mp1
10th-Level Path of the Giant Feature
Your connection to giant strength allows you to
hurl both allies and enemies on the battlefield. As
a bonus action while raging, you can choose one
Medium or smaller creature within your reach and
move it to an unoccupied space you can see within,
30 feet of yourself. An unwilling creature must
suceced on ¢ Strength saving throw (DC equals 8 +
your proficiency bonus + your Strength modifier) to
avoid the effect.
If, at the end of thie movement, the thrown crea-
ture isn't 011 a surface or liquid that can support it,
Gian Beneasion
CHAPTER 1 | CHARACTER CREATION
the creature falls, taking damage 25 normat
landing prone.
Demrurcic CoLossus
ideh-Level Path of the Gient Feature
“The primordial power of your rage intensific,
you rage, Your Teee! increascs by 10 fees, you:
tan increase to Large of Huge (Your choice)
you cari use your Mighty Impel fo move erca
that are Large of smaller.
Tnaddition, the extra damage dealt by your Ej
mental Cleaves feature increases to 2d6,
BACKGROUNDS
This section presents two backgrounds that provi,
options linking charaoters to the ancient magi:
giants, The giant foundling background represen.
a life spent eround titanic creatures and their cup,
natural might. The rune carver background retecr.
ahisiory of studying the ancient traditions o giants
runecraft
Bonus Feats
If the DM decides to allow the giant founding and
rare carver backgrounds,