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Homebrew Giant Soul Abilities

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0% found this document useful (0 votes)
11 views3 pages

Homebrew Giant Soul Abilities

Uploaded by

Sedat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Homebrew Giant Soul abilities

The idea for these transformations is for them to last a minute, or until they are ended. Can
only be used once per long rest.

Might also be fun to make the chosen transformation random, as to show the wild and
uncontrollable nature of these powers.

Roll Giant type

1 Hill

2 Stone

3 Fire

4 Ice

5 Cloud

6 Storm

Shards of Ice (Ice Giant)


You gain an extra pair of arms made of solid ice. On your turn you can grapple and shove
with these arms as a free action. You can grapple 4 medium creatures or 2 large creatures
with all of your arms now.
In addition, whenever you hit an enemy 3 consecutive times, it becomes frozen until the start
of your next turn.

Frozen Condition
A frozen creature's speed is reduced by half and cannot benefit from any bonus to its speed.
They also gain disadvantage on Dexterity saving throws and reduce their AC by 2.

A creature can attempt to break the layers of ice that are freezing them or another creature.
To do so they must make an attack roll against the caster's DC, and if they succeed, the
condition ends.

Volcanic Flames (Fire Giant)


Billowing flames erupt from your body. For the duration, whenever a creature starts its turn
within 10 feet of you they take 1d10 fire damage.

You can also choose to end your transformation to kneel and grip the earth, dropping each
creature you have grappled and turning stone and earth in a 30 ft. line that is 10 ft. wide to
magma for the next hour. A creature that starts its turn in the area or enters it for the first
time in a turn must succeed on a DC 19 Dexterity saving throw or take 3d10 fire damage, or
half as much on a success.

Embrace of the Boulder (Stone Giant)


Your skin becomes incredibly tough, allowing you to withstand the most powerful of attacks.
You can reduce any damage you take by an amount equal to your Strength modifier (either
before or after resistance is calculated in, still needs to be determined)

Instead of taking on this form for the entire duration, you may also use your action to end it
and summon a modified version of a Greater Earth Elemental (no legendary resistances
and actions, much less hp and tweaks to abilities maybe)
Tumble of Greatness (Hill Giant)
You become a sluggish force to be reckoned with. Once per turn during this form, whenever
you hit an enemy, you may hurl them as part of the attack up to 30 feet away from you. The
creature must make a DC 19 Dexterity save or fall prone in that space.

As a bonus action you can also let out a loud laugh or battlecry that will bolster your allies
morale. Each creature within 30 feet of you gains 1d8 Temporary Hit Points.

Beguile of the Cloud (Cloud Giant)


You become as swift and powerful as the masters of air. Once per turn, whenever you hit
someone with an attack, you can unleash a Cyclonic Swirl from your weapon.
You exhale a Cyclone in a 30-foot cone. Each creature in that area must make a DC 19
(equal to spellcasting) Dexterity saving throw or take 2d8 thunder damage on a fail, or half
as much on a success

You are also able to invoke a great Cloud rune. This ancient trick is used by many cloud
giants to turn the tide of battle.
Whenever you invoke this rune, your transformation immediately ends.
When you or a creature you can see is hit by an attack roll, you invoke this rune and choose
a different creature within 30 feet of you, other than the attacker. The chosen creature
becomes the target of the attack, using the same roll. This magic can transfer the attack's
effects regardless of the attack's range.

Storm of Wrath (Storm Giant)


You can see glimpses into the future and are able to predict where the battle will go.
You can invoke the rune of Storm once per turn, you choose an ally within 60 feet or yourself.
The next time the chosen creature makes an attack roll, a saving throw, or an ability check, you
can cause the roll to have advantage or disadvantage.

While you maintain this form you can form a lightning bolt in your hand as a bonus action and
smash it into the ground. Each creature within a 15 foot radius centered on yourself must make a
DC 19 Dexterity saving throw and take 3d12 lightning damage on a fail, or halve as much on a
success.
In addition, each creature that fails the saving throw has no reaction until the start of your next
turn, as the electricity still lingers on.

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