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Giants

Giant's Legacy. You start the game with 10d12 hit dice, you are treated as a 5th level character and gain the class features from your class (but not its hit dice). As you advance in levels you gain hit dice determined by your character class.

Ability Score Increase. Your Strength score increases by 6, your Constitution score increases by 4. Your maximum Strength score increasees to 26 and your maximum Constitution score increases to 24.

Age. All giants live long lives, some longer than others. The longest lives, the stone giants, rival the longevity of elves.

Size. Giants tower above small folk, ranging from 16 feet to over 25 feet tall. They weigh many thousands of pounds. Your size is huge.

Speed. Your base walking speed is 40ft.

Thick Skinned. Your skin is tough and almost impervious to damage from most weapons. When not wearing armor your AC=14+your Dexterity modifier.

Rock Throwing. Giants have a well deserved reputation as living siege engines. You can hurl boulders with accuracy across great distances. Their proficiency in this skill is such that they rarely see the need to utilize spears or bows that the small fok need for hunting and warfare.

You can use your action to make an attack with a rock. This attack uses your strength modifier for to hit and damage rolls, but it counts as a ranged weapon attack. If you hit the target you deal bludgeoning damage equal to 4d10 + your Strength modifier. The range for this attack is 60/240.

Fling. You can use one of your attacks to fling a small or medium sized creature you are grappling. You force the creature to make a Dexterity saving throw with a DC = to your proficiency bonus + your Strength modifier. On a failure you may make a strength check and hurl the creature horizontally between 20 feet up to a number of feet as shown below. The thrown creature lands prone and takes 1d6 bludgeoing damage for every 10 feet it was thrown. On a sucessful save the creature suffers no damage and the grapple ends.

Strength Check Maximum Distantance Thrown - 20ft 20 30ft 25 40ft 30 50ft 35 60ft

Mighty Fists. Your unarmed strikes deal bludgeoning damage equal to 2d6 + your Strength modifier.

Momentous Charge When you use your action to take the Dash action and move at least 30 ft. in a straight line towards a creature at least one size catagory smaller then you, you may use your bonus action to make an unarmed strike aginst a creature at least one size catagory smaller then you within 5 ft. If this attack hits the creature must msuceede on a strength saving throw or be kocked prone. The DC for this save is equal to 8 + your proficiency bonus + your Strength modifier.

Long Limbed. Your melee attacks have a reach of 10ft.

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak read and write giant.

Subrace. There are six main subraces of giants: cloud giants, fire giants, frost giants, hill giants, stone giants, and storm giants. Choose one of these subraces.

Cloud Giant

Ability Score Increase. Your Charisma score increases by 2.

Keen Smell. You have proficiency in the Perception skill, and you have advantage on Wisdom (Perception) checks that rely on smell.

Cloud Giant Magic. You know the light cantrip annd can cast the detect magic spell at will without expending a spell slot.

Additionally you can cast the feather fall, fog cloud, and misty step spells with this trait. Once you cast a spell with this trait, you cast that spell again until you complete a short or a long rest.

Furthermore you can cast the fly or gaseous form spells with this trait. Once you cast either of these spells with this trait you can't do so again until you finish a long rest.

Charisma is your spellcasting ability for these spells.

Sky Dwellers. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Fire Giant

Ability Score Increase. You Constitution score increases by 2.

Stocky Build. Your base walking speed is 30ft, and heavy armor doesn't reduce your speed.

Fire Born. You have immunity to fire damage.

Siege Monster. You deal double damage to objects and structures. When you take the dash action you can move through the space occupied by creature's one size catagory smaller then you.

Master Smith. You gain proficiency in smith's tools and your proficiency bonus is doubled for any ability check you make with them. Whenever you make an Intelegence (History) check to determine the origin of metal work you are considered proficent in the History skill and add double your proficency bonus.