Martial Archetype

As a notary, you gain the following class features

Giant Slayer

Those who live near giants often have to content with raids and skirmishes with their oversized neighbors. Those who frequently do battle with giants learn to incorporate some of their techniques and turn them against the giants. Sometimes, to defeat your foes you must act like them.

Titan Grip

Beginning when you choose this archetype at 3rd level, you can use two handed weapons with one hand and can wield an oversized weapon with two hands. Most oversized weapons deal 2d8 damage.

Giant’s Strength

Starting at 7th level, you count as one size larger for the purpose of carrying capacity and pushing, pulling, or dragging things.

Hurler

At 10th level, the range increment for any thrown weapons you use is doubled. You can also throw miscellaneous objects effectively. If you throw an object that can be held in one hand, it has a range of 30/60 and deals 1d8 + your Strength modifier in damage, typically bludgeoning. If the object is large and requires two hands to throw, it has an increment of 15/30 and deals 1d12 + your Strength modifier in damage. These increments are not doubled by this ability.

The Bigger They Are

Starting at 15th level, when you fight a creature that is larger than you, you deal additional damage equal to your proficiency bonus on attacks against that creature.

Powerful Blows

At 18th level, when you hit with a weapon attack, you can use a bonus action to force the target to make a Strength saving throw. The DC equals 8 + your Strength modifier + your proficiency bonus. If the target is your size or smaller, they have disadvantage on the save. On a failed save, they are knocked prone. This reaction does not interrupt your attack action, and you may continue to make attacks if you have any available.