When you reach 3rd level in this class, you learn the Enlarge/Reduce spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can cast it as a bonus action and it doesn't require concentration to maintain but you can only use it to enlarge yourself and it cant be affected by your metamagic feature. If you cast it this way, you can use an action to end the spell early, it also ends early if you die or are incapacitated.

Soul of Lost Ostoria

Starting at 6th level, you gain a benefit tied to one of the true giants. You can activate the benefit as an action and you can use it for a number of rounds equal to 1 + your Constitution modifier (minimum of 1) and you regain the use of this feature upon finishing a short or long rest. While under the effects of the Enlarge option of the Enlarge/Reduce spell, your benefit is always active.

Cloud Giant. Your body feels light and cloud-like gasses exude from your body. Whenever you cast a Sorcerer spell and expend a spell slot, you can magically teleport as a bonus action. You can teleport to an unoccupied space which you can see that is no farther away than a number of feet equal to 5 * your Constitution modifier (minimum 5 ft.). If you are casting a sorcerer spell that would allow you to teleport, such as the Misty Step spell, you can add this bonus to the range of which you can teleport.

Ettin. When you turn your head it seems as if theres an illusion of it that turns the opposite direction and when you speak your voice sounds as if theres two of you speaking at once. You gain a bonus to Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The bonus equals your Constitution modifier.

Fire Giant. Heat radiates off your body. Whenever you cast a Sorcerer spell that deals fire damage and expends a spell slot, you may add your Constitution modifier (minimum of 1) to one of the damage rolls.

Frost Giant. The cold clings to you like blanket. Whenever you cast a Sorcerer spell that deals cold damage and expends a spell slot, you gain temporary hit points equal to your Constitution modifier (minimum of 1).

Hill Giant. As you cast, your girth briefly increases to mad proportions. Immediately after you cast Enlarge/Reduce or cast a Sorcerer and expended a spell slot, every creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 * your Constitution modifier (minimum of 1) and be knocked prone. A target can choose to fail this save.

Stone Giant. Your skin becomes as hard as stone. As long as your not wearing armor, you gain a bonus to your AC equal to your Constitution modifier (minimum of 1).

Storm Giant. Lightning courses through your veins. Whenever you cast a Sorcerer spell that deals lightning or thunder damage and expends a spell slot, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).

Titan. You feel an immense amount of inner strength. As an action you can slam the ground causing a great tremor, every creature within 30 feet of you must make a strength saving throw or be knocked prone. The DC equals 8 + your proficiency bonus + your Constitution modifier.