Let’s finish out the giant book strong. Here’s one for the wizards who use giants to do their dirty work!
You follow a master who needs no introduction. A trickster and wise-man from an early age he guides you, molds you, and shows you how to work magic that is not always arcane or even uses spells! He shows you ways to handle situations that sometimes use friendship, guile, and occasionally a spell.
Master of the Real Magic
Beginning at 2nd level, you see what the master says when guiding men is more important than mastering magic. You gain proficiency in Charisma(diplomacy) and Wisdom(insight). If you are already trained in either, gain the rogue’s expertise class feature for that skill or possibly both.
Hiding in Plain Sight
Starting at 6th level, the master shows you how to move around unhindered among men not paying attention. Twice per day you can use a druid’s Wild Shape ability as a druid of your level or cast disguise self without it consuming a spell slot.
Good Friends are a Good Find
Beginning at 10th level, the master introduces you to his friends. You can cast conjure elemental but instead of conjuring an elemental you conjure a giant of equal CR. This spell does not consume a spell slot. If you lost control of this giant, it is not hostile to you unless you act hostile to it.
The Master’s Final Lesson
Starting at 14th level, you learn the final lesson you master never learned himself. You are immune to all spell and effects that charm you and have advantage on all saving throws against spells of the enchantment, abjuration, and conjuration schools.
One last giant feat for the book!
You’ve followed the mighty hero around and learned a few tricks of his trade learning to be a brave knight who faces foes in single combat. Gain the following:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per round, when no ally of your is engaged with an enemy, you gain advantage on one attack roll against the target.
How about a massive cold spell for DnD 5e?
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: concentration, up to 1 minute
You summon forth a glacier of ice from the deepest, darkest heart of the plane of water. The Glacier plows through an area 100 feet long by 40 feet wide by 20 feet high. All creatures in the area the glacier moves through must make a Dexterity saving throw taking 10d6 cold damage and 20d6 bludgeoning damage on a failed save and are frozen in place being restrained and frozen next to the ice, or half as much damage on a successful one and dodging out of the way of the ice. Creatures struck by the ice are pushed to the front of the glacier. The ice remains as long as the spell is maintained and any creature that is frozen by the ice or within 10 feet of the ice must make a Constitution saving throw at the end of each of its turns to avoid taking 10d6 cold damage and is restrained as above, or half on a successful save and avoiding being restrained. Creatures frozen by the ice can take no actions, but if the creature succeeds on its Constitution saving throw, it thaws and may take actions as per normal on its next turn.
One more DnD spell before bed
Casting Time: 1 action
Components: V, S, M (a steel rod)
Duration: Concentration, up to 1 minute
You touch a willing creature transferring the power of steel into the creatures body as the rod turns to dust. The creatures Strength, Dexterity, and Constitution are treated as if they are all 20 for the duration of the spell. Hit points gained from this spell are real as the creature has been empowered and are gained when the spell is cast, and when the spell ends, extra hit points over the creatures normal total are lost.
More DnD Madness!
Cloak of The Storm Lord
Wondrous item, very rare (requires attunement)
This cloak is a threadbare cloak made from the hide of some giant beast. It smells or age and ware, but it has been passed down through time from one giant chief to another. During that time it has observed the air of command of all those chieftains and passes it to the wearer. Once per day the wearer may should the command word of “KNEEL!” All creatures with the giant type within 60 feet of the wearer must make a Wisdom saving throw with the DC equal to 18 or your spell saving DC, whichever is higher. Any who fail are effected by the spell dominant person, ignoring their creature type and number of creatures affected. This ability renews at dawn of the next day.
Let’s make another feat for DnD 5e!
When the going gets tough, you’ve got the skills to keep yourself going. Gain the following:
- Increase your Dexterity or Constitution by 1, to a maximum of 20.
- Three times per day, as a reaction you can add your proficiency modifier to your AC. You can modify your AC by other methods as well, but this ability uses your reaction.
If you can teleport, why can’t you reverse it?
Casting Time: 1 action
Range: 10 feet
Components: V, S, M(piece of the creatures summoned)
This spell instantly transports up to eight specific creatures of your choice to you if they are on the same plane, you know their exact location, and they fail a Wisdom saving throw. Each creature must succeed at its individual saving throw or it is teleported. Anything carried by the creature or any creature or object that would fit into a 10-foot cube are teleported as well. Any precautions that prevent a teleport spell also prevent summon.
At Higher Levels: When you cast this spell using a spell slot of 9th level, the creatures no longer need to be on the same plane.