Order of the Giant (5e Subclass)

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Order of the Giant[edit]

Blood Hunter Subclass

The Order of the Giant is a lesser known order of Blood Hunters. Unlike other orders which fully take on the nature of the monsters they hunt, this order only channels the power of giants. This order is dedicated to not only unearthing ancient knowledge, but keeping it alive, so that they are not forgotten like so much of the giants' history.

Rite of the Lumbering

When you join this order at 3rd level, you learn the Rite of the Lumbering as part of your Crimson Rite feature. When you activate the Rite of the Lumbering, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
Lore of the Ancients

Beginning at 3rd level, you gain access to the vast history and knowledge of the giants, granting you the following benefits:

  • Your Hunter's Bane feature now applies to giants as well.
  • You learn to speak, read, and write Giant. If you already speak Giant, you can choose another language.
  • You can cast comprehend languages and identify at will.
Rune Cutter

At 7th level, you unlock the secrets of runic magic. You learn 3 runes from the Rune Knight subclass and obey all the same rules, except your Rune Save DC is your Hemocraft save DC and you do not need to carve the runes onto an object, you can carve them directly onto your body if you desire. You treat half of your Blood Hunter level as your Fighter level when choosing runes. You swap one rune you know with another that you meet the requirements for, at the end of a long rest.

In addition, you can invoke a rune as part of inflicting a blood curse.

Brand of the Titan

At 11th level, your brand of castigation makes you an invincible warrior to your target. You have resistance to damage dealt by your branded target. In addition, if you hit your branded target with a weapon that has your Rite of the Lumbering active on it, they must succeed a Strength saving throw or be knocked prone.

Blood Curse of the Colossus

At 15th level, you can inflict a horrifying mental curse on your enemies. You gain the Blood Curse of the Colossus for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Colossus. As an action, you force one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failure, they view the world as if it were gargantuan and out to get them. Until the end of their next turn, they believe they are Tiny, and are frightened of any creature they perceive to be larger than them. This can affect creatures that are immune to the frightened condition, unless they have legendary actions.

Amplify. The curse lasts for 1 minute. The cursed creature can make a Wisdom saving throw at the end of each of its turns, ending the curse on itself on a success. In addition, their body constricts to fit the image in their mind. Each time a creature they perceive to be larger than them would deal damage to them with a weapon attack, they deal an extra 1d4 damage.

Bloody Runes

Upon reaching 18th level, your hemomancy fuels the power of your runes and keeps them charged. If you have one or more crimson rites active and you wish to invoke a rune that cannot be used again until you complete a short rest, you can end all of them and then invoke the rune. If you use this ability to invoke a rune that activates on a weapon attack, your crimson rites end first, then the rune activates. You do not add Crimson Rite damage in this instance.

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