Giant
All Giant Summoners bargain with the All Father. The All Father then lends the services of a few of his children that he deems to be in need of humbling. The All Father requires devotion to you with the expectation that you face mighty challenges worthy of his children.
| Level | Spells |
|---|---|
| 3 | Detect Magic, Fog Cloud |
| 5 | Enlarge/Reduce, Misty Step |
| 9 | Call Lightning, Fly |
| 13 | Arcane Eye, Greater Invisibility |
| 17 | Bigby’s Hand, Telekinesis |
| Level | Spell Slot | Summon |
|---|---|---|
| 3 | 1 | Hafl-Ogre |
| 6 | 2 | Ogre Chain Brute |
| 10 | 3 | Cyclops |
| 14 | 4 | Fire Giant |
| Boon | Effect |
|---|---|
| Vitality of the Hill Giant | Your Summon’s hit point maximum is increased equal to half your Summoner level rounded down. |
| Durability of the Stone Giant | When your Summon would be reduced to zero hit points they remain at one hit point instead (This feature can only be used once during the duration of the summon). |
| Might of the Fire Giant | Your Summon’s deal an additional 1D6 damage with their melee attacks. |
| Resolve of the Frost Giant | Your Summon makes two attacks with their Final Strike feature. |
| Ingenuity of the Cloud Giant | Your Summon can reroll one saving throw and take the new result of the roll once during their summon duration. |
| Glory of the Storm Giant | When your Summon is called upon it forces each creature aside from you within 60 ft to make a CON saving throw DC equal to your spell save DC and take 2D10 Thunder damage and are pushed back 20 ft or half as much damage on a successful save. |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Summons
You have bargained with many creatures that will heed your call. You can expend a corresponding spell slot to summon a creature you have bargained with to aid you. They are summoned for one minute or one hour if you have your Summoner’s Circle active. Using this feature counts the same as casting a leveled spell of the School of Conjuration. If you call forth an additional Summon, the previous one vanishes back to their home plane.
They take their turns after your turn in initiative and follow reasonable orders but will not willingly endanger themselves. If you fall unconscious they remain for one turn, taking the dodge action their turn. If they drop to zero hit points they disappear and return to their native plane. Your summon does not have Legendary Resistances or Legendary Actions if it would normally have them.
Mighty Circle
The strength of the Giants enhances your Summoner’s Circle. Your Summoner’s Circle is Resistant to all damage. While your Summoner’s Circle is active you have a bonus to CON and STR saving throws equal to your INT modifier (Minimum 1).
Giant Strength
Your body is fueled by the blessing of the All Father. You have the Tough Feat and have proficiency with Athletic checks.
Versatile Summons
Your Summon’s size can be manipulated to a degree upon their summoning to be unimpeded in various situations. You can decrease your Summon’s size by 1 (For example, Large to Medium) for the duration of their summon.
Final Strike
Your Summons, ever faithful to the call of the All Father fight until the end. When your Summons are reduced to zero hit points they can make a melee attack as a reaction to a target within twice their normal melee range.
Giant’s Boon
Your diligence has pleased the All Father and allowed you to bestow additional power to your Summons. When you call upon a Summon choose one of the following
Colossal Summons
The All Father channels more of his power through you. When you call upon your Summons, you can increase your Summon’s size by 1 (For example, Large to Huge) to a maximum of Gargantuan. Your Summons deal an additional 1D8 damage in this state with their unarmed strikes and melee attacks.