Giantslayer (5e Subclass)

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Ranger Subclass: Giantslayer[edit]

Ranger, Revised (UA) Subclass

Specialized in combat against giants and oversized creatures, the Conclave of the Giantslayer is originally a path pursued by dwarfs and gnomes, in their ongoing war with a common enemy: the Giants. Using a combination of dwarven craftsmanship, gnomish inventiveness, and magic, they've learned how to enhance ranged weapons to channel their magic. The Giant Slayer style of combat is a careful combination of fast mobility and powerful attacks, making them, despite their size, frightening enemies.

Restriction: Dwarfs and Gnomes only[edit]

Only Dwarfs and Gnomes can follow the Conclave of the Giantslayer. Your DM can lift this restriction to better suit the campaign.

Optional Rule: Firearm Proficieny[edit]

If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your giantslayer has been exposed to the operations of such weapons, your giantslayer is proficient with them.

Giantslayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Giantslayer table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd snare1
5th enlarge/reduce
9th tiny servant 2
13th fabricate
17th hold monster

1 Xanathar, page 165

2 Xanathar, page 168

Magical Engineer

Upon choosing this archetype at 3rd level, you learn the mending cantrip, if you don't already know it.

In addition, you gain proficiency with woodcarver's tools or smith’s tools (choose one).

Giants Bane

At 3rd level, you learn how to craft the main weapon against the giants. Using woodcarver's tools or smith's tools, you can take a bonus action to magically transform a ranged weapon with the two handed and loading properties, into a weapon called giants bane. The giants bane is a magical object, and occupies the same space as you. You can have only one giants bane at a time and can't create one while your is present. Once you create a giants bane, you can't do so again until you finish a long rest, or until you expend a spell slot of 1st level or higher. The giants bane have the following features:

  • The giants bane is considered a creature within 5 feet of you, to effects that target you.
  • When you take a damage, you can use your reaction to distribute the damage taken between you and the cannon. Each one must take at least 1 damage. Apply any damage resistance or vulnerability after you distribute the damage.
  • The giants bane can be targeted, and has an AC of 18 and a number of hit points equal to five times your ranger level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
  • When you use your giants bane, you can choose to make a regular ranged attack with the transmuted weapon, or to use one of the giants bane models special features.

When you create the giants bane, you decide which model it is, choosing from the options on the giants bane table. Each model has special features. It takes an action to change the type of the giants bane . Once in each of your turns, you can forgo your attacks with the transmuted weapon to fire your giants bane. On each turn you activate your giants bane, you can move additional 15 feet.

Special Features
Giants Bane Model Special Shot type
Thunder Maker As an action, the giants bane can shot a powerful sound wave in an adjacent 15-foot cone that you designate. Each creature in that area must make a Constitution saving throw against your spell save DC, taking 1d10 thunder damage on a failed save and are pushed 5 feet away from you, or half as much damage on a successful one, without any other effect. At 11th level, the Thunder Maker deals 2d10 thunder damage.
Dragon Head Make a ranged spell attack against a target within 90 feet. On a hit, the ammunition explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 fire damage. At 11th level, the Dragon Head deals 2d6 fire damage.
Wasp Sting Make an ranged weapon attack against a target within 30 feet. On a hit, you deal piercing damage equal to your Dexterity modifier and the creature must make a Wisdom saving throw. On a failed save, the creature will be annoyed by you. For 1 minute, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you. The creature can make another saving throw in each of its turns to end the effect. At 11th level, the Wasp Sting deals additional 1d6 piercing damage.
Adaptable Marksman

Reaching the 5th level, when you take the Attack action, you can forgo one of your attacks with the Giant Bane to use one of its special shots.

Slippery Hunter

At 7th level, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

In addition, your walking speed increases by 10 feet

Piercing Shot

At 11th level, you increase the effectiveness of your attacks, piercing deeper into your targets flesh. Once per turn when you hit a target of Large size or larger with an attack from a ranged weapon, you can use your bonus action to make another attack roll against the same AC. On a success, you roll the damage of the attack again.

Defensive Roll

At 15th level, you learn how to use defensive maneuvers to dodge attacks. Whenever you take damage from an attack of a creature that you can see, you can use your reaction to reduce the damage to half (rounded down).

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